Proyecto mecanisburgo INGLES pag. 1 a la 9 grande:Maquetación 1 11/11/2008 14:32 Página 1

INSTRUCTIONS

INTRODUCTION >>

MECANISBURGO is the largest Megalopolis of the Western world. It is the capital city of La Union, the Europe of a parallel world where predictions of classic for the twenty- first century have been successful: Robots, Cyborgs, Humans and Artificial Intelligences live in a world where an extraterrestrial source energy, the Cavorite, has strengthened science and technology during much of the nineteenth and twentieth century. Great aristocratic families, Megacorporations and even nations themselves have merged surprisingly, providing a power struggle in a strange and fascinating universe. The players represent some of these Families / Megacorporations at a time of economic and political crisis: everyone wants to rebuild the future world according to their own interests. As leader of your Megacorporation, you must take your agents, properties and powerful A.I. in the struggle to win the game of power before the celebration of the Millenium Olympic Games. Players must decide which agents from their central office are suitable for each mission, evaluating their negotiation and combat skills and their special abilities, to choose who they will send to the different parts of the megacity. In this way, the various factions will fight each other to get the opportunities and resources that are emerging daily in the largest conurbation in human history. But not everything is easy. Terrorism, interdimensional threats and the social frictions of a complex world can result in the crashing of Megacorporations’ Major Projects. It is even possible that one of the Megacorporations declares war on the world and threatens to establish a corporate dictatorship, sweeping the last vestiges of democracy. This is a time of great achievements and great risks for humanity. Will old rivals collaborate? Or will the most sordid and violent aspects of a more primitive civilization prevail? Proyecto mecanisburgo INGLES pag. 1 a la 9 grande:Maquetación 1 11/11/2008 14:33 Página 2

GAMEBOARD SCHEME

zones

1 COMPONENTS robots cards

1 Mecanisburgo´s gameboard Opportunity 6 Central Office Displays Cards 124 Opportunity Cards 65 Characters (61 with grey border and 4 spacio- with gold border) puerto turn 48 Properties (with yellow and black marker puerto border) stygio 3 Events (with green border) 8 Threats (with red border)CENTRAL OFFICE SCHEME 28 Initial Cards 18 Initial Characters OCEANICA (blue) 10 Initial Properties OMNI (white) 4 Robot Cards of Robotown black market I IGLESIA CÓSMICA 42 Action Cards (7 for each ) (purple) 6 Victory Events Cards (2 with red border and 4 with gold border) 16 Major Projects Cards R.U.R (black) 3 Forbidden zone markers Profession OSAMU MULTINDUSTRA 60 Agent pawns (10 of each colour) Class (red) 1 Spacionave token 1 Minisub token BION 1 Turn marker CHARACTER CARDS SCHEME (green) 18 Peripheral tokens (3 x corporation) Skills 120 Money tokens in five different values 6 game aids 1 stickers sheet values 1 bilingual Instruction booklet Salary (or benefit) Before playing the first game, carefully punch out the cardboard pieces so they do not tear. The sheet of stickers must be taken, and the stickers with the numbers 1 through 8, the clock symbol and the "robodummy" symbol, must be pasted in the bottom of each of the ten Agent pawns of their colour. Be sure to keep all components out of the reach of small children.

THE GAMEBOARD The gameboard represents MECANISBURGO, the Capital City of La Union and the epicentre of the corporate wars and the world´s social convulsions. The city appears in a holographic simulation in 10 different districts or zones well separated. In each of the zones there is an information box with its name and icons of the possible actions that agents of megacorporations can take by moving to that area (and after negotiating or fighting for its control). Each area outlines the edge for the opportunity card that players should place at the beginning of each turn in that area. All zones are united by a red line with the numbers 1 through 10 indicates the resolution order of each zone.

The board also has a space next to Spaciopuerto to place the Spacionave token, and an area near the Puerto Estygio (Stygian Port) to place the Minisub token. Also, in Robotown, there is a space to locate the 4 models from the robot black market that are available in the beginning of the game. On the right side of the board there is an area for the players’ Turn Order, as well as a space for the Turn marker. Finally there is another space to place the Opportunity deck. SEE SCHEME

CENTRAL OFFICE Each megacorporation has a central office that represents its command centre, to keep control of the , Agents, Properties and Artificial Intelligences. and their colours are: OCEANICA (blue), OMNI (white), IGLESIA COSMICA (COSMIC CHURCH) (purple), R.U.R. (black), OSAMU MULTINDUSTRA (red), and BION (green).

When using this instruction booklet please notice that the green texts whit green border are CITY BACKGROUND: they are not part of the rules and can be skipped when learning the game. Proyecto mecanisburgo INGLES pag. 1 a la 9 grande:Maquetación 1 11/11/2008 14:34 Página 3

OPPORTUNITY CARDS. The Opportunity Cards are the heart of the game Mecanisburgo. In MECANISBURGO there are 4 different types of Opportunity Cards differentiated by their border: Characters, Properties, Events and Threats. All of them form the Opportunity Deck. The values common to all 4 types that appear in the Opportunity Cards are:

Name.

Victory points.

Random number.

These cards represent the resources that each megacorporation owns at the beginning of the game, as well as those which they may acquire or gain in the development of the game. The Opportunity deck is also used as random cards. When it is necessary a random number, a card from the Opportunity deck must be drawn, and it will be used exclusively the random value of that card (located in the octagon at the bottom right). The card will go to the discard pile after that. If the Opportunity deck runs out, the discard pile is shuffled and becomes the new Opportunity deck. The cards which have been retired from the game (dead Characters or Destroyed Properties) are not included in this new deck.

CHARACTER CARDS-(grey border). They form the basis of the game. They represent different agents hired to perform the company’s actions. Negotiate the acquisition of properties, recruit new agents or fighting against rival corporations are the main functions of Characters. But they also provide skills related to their professions, knowledge and personal agenda. The icons specific to the Character Cards determine: Their Class, Profession, Skills and Salary (or benefit in some cases), in millions of ECUs (the currency of La Union). The Character can be hired by any megacorporation, and even switch sides throughout the game, except the components of the initial Board of Directors (see INITIAL CARDS). The 4 Characters with gold border grant SPECIAL VICTORYS (see below).

.

CLASS:

Human Cyborg Robot Mutant PROFESSION:

Executive Lawyer Mystech Criminal Scientist Security officer

Media Star Autowarrior Technician Pilot Psychic Politician VALUES:

Negociation Combat & support values - R&D & Major Projects points SKILLS:

Seduction Murder Hacker Socializing Guts Immortal

Suspended Doppleganger Sabotage Peacemaker Animation Proyecto mecanisburgo INGLES pag. 1 a la 9 grande:Maquetación 1 11/11/2008 14:35 Página 4

PROPERTY CARDS SCHEME

Type

Effects when activated PROPERTY CARDS- (yellow and black border). They represent the resources values & available to corporations, as they get control over them during the game. points Cost There are different types of Property: laboratories (Cronolab, Medilab, Genelab, Biolab, Volcana Uno), Satellite Companies of Cavorite mining (Metaluna) EVENT/THREAT SCHEME Bases (Base Lunar Alpha, Base Lunar Beta), Cavorite refinery (Refinería de Cavorita), Robots (Robocan, Androide "Magnus”, Ginoide Eva, Robogard, Roboasistente) cybeasts (Velocyberaptor), cyberimplants (Cybrazo, Corazazón, Dermoarmadura, Sexrex Kit), Data (Datos), Cavorite ore, specific icons agreements with politicians (Senador, Politico), vehicles (Spacionave, Minisub). events & threat A Property Card (Metaluna) grants SPECIAL VICTORY (see below). The specific icons of the Property Cards determine: Type. Negotiation, Combat and Support values. R & D and Major Projects points. Effects when activated. Cost. INITIAL CARDS SCHEME EVENT CARDS-(green border). They represent important events in the hectic social life of the city: Meetings, high society parties or award ceremonies in which megacorporations exhibit their powers and resources to give their most popular face in front of the media. There are 3 Events: Wild Party (Fiesta Salvaje) Red Carpet (Alfombra Roja) and Scientific Congress (Congreso científico). The specific icons of the Event Cards indicate which professions are allowed to attend a specific event, and what possible actions are added to the area where the event arises. ROBOT CARDS OF ROBOTOWN BLACK MARKET ACTION CARD # 6 THREAT CARDS-(red border). They are a special type of event. They represent dangerous attacks from individuals, corporations and unknown factors that "threaten" the overall stability and remotely piloted perfect world that megacorporations have established as their own playground. Evil mutants, diabolical creatures, terrorists or experiments with disastrous consequences constitute a threat that, on more than one occasion, corporations must face as allies if they want the world to follow its course. There are 8 Threats: Robot Rebellion (Rebelión Robot), Anti-Robot Revolt (Revuelta Anti-Robot), Giant Beast (Bestia Gigante), Robur Attacks (Robur Ataca), Supreme Justice (Justicia Suprema), Triunvirus, Terror! and Chronoquake (Cronomoto). The specific icons of the Threat Cards indicate the targets which will be affected if the threat is not stopped, as well as the strength and destructive capability of this threat.

INITIAL CARDS At the beginning of the game, each Megacorporation has one or two properties that provide them with some special abilities, and a fixed initial Board of Directors, consisting of three initial Characters: The President of the megacorp, Vice-President and a Councillor (Consejero). The Corporation initial cards have its logo on the back, and represent the old families and powers that since antiquity have exercised control over large enterprises. These characters and properties have no initial cost, are not transferable to other megacorporations (are immune to the ability of Seduction), and do not give victory points. Also these initial cards of each megacorporation do not mix with the Opportunity deck.

ROBOT CARDS OF ROBOTOWN BLACK MARKET There are also four Robot Properties (Roboasistente, Robogard, Robix and Robélula), with differentiated back with the robots symbol, which are separated and placed face down on the Robotown black market, on the space reserved for them on the board.

ACTION CARDS They represent the financial and logistical resources that a Megacorporation and its Artificial Intelligence possess at any given time. Cards have two possible uses: a numerical value of support in the confrontations, and a value in money which, if the card is not used during the Resolutions Phase, can be collected in the Final Phase. Players must carefully choose what cards to use as support for their operations, and what to set aside to cover the enormous expenses of their organizations. Each corporation has a pack of 7 action cards with the values 1,2,3,4,4,5 and 6 and with its logo on the back. Proyecto mecanisburgo INGLES pag. 1 a la 9 grande:Maquetación 1 11/11/2008 14:36 Página 5

MAJOR PROJECT CARDS These cards are placed in full view of everyone at the beginning of the game. They are quite distinct from other cards because of their horizontal design. They represent the secret and not-so-secret Major Projects in which megacorporations invest their resources and political power, as future investments to ensure a position of scientific and technological advantage in the competitive world of tomorrow (in fact, it is really important to gather at least two or more major projects to achieve victory). The values in the Major Projects cards are: in the red square, Requirements; in the green rectangle, Benefits. -Requirements: -value of R & D: Represents the number of points of R & D than a R&D Megacorporation should have, adding all its characters and properties, in order major to achieve this project in particular. projects - value of Major Projects: Represents the amount of points of Major Projects than others a Megacorporation should have, adding all its characters and properties, in cost order to achieve this project in particular. - Other requirements: others spacionave Some Major Projects cards show as a requirement that the megacorporation have benefits certain properties in order to obtain them: Spacionave, Minisub, laboratories, etc., are sometimes necessary to achieve them. This is indicated by its icon in each case (Spacionave and Minisub tokens, available for whoever controls the REQUIREMENTS Spaciopuerto and the Puerto Stygio, also serve to meet this requirements in a BENEFITS given time). MAJOR PROJECT - The economic cost of the operation (nothing is free, dudes). It is a single payment CARDS to be made when purchasing the project. - (At last!) Benefits: Usually a lot of Victory points, and sometimes some powers that can be activated by the megacorporation as if it were another Property (but they are NOT another property: they are immune to Sabotage).

VICTORY EVENT CARDS Victory Event Cards give new possibilities to achieve an alternative victory when the game has evolved enough. They set options that can make a turnaround in a situation apparently desperate for some players and ideal for others. Victory, in the Mecanisburgo universe, can be the result of never give up the game until the very end. There are 6 Victory Event Cards, and two enter in a game: one in Turn 3 and another in Turn 4. FORBIDDEN ZONE MARKERS These markers represent areas ravaged by threats or "off limits" of the game for some reason (a game for three or less players, for example). Whenever a threat "destroys" the zone in which it is, that zone is "eradicated" from the board to all intents and purposes. Its number will be skipped on the Resolution Phase, it will not get opportunity cards and it can not receive the megacorporations’ agents. This is indicated by placing one marker of "forbidden zone" on the board. The "forbidden zone" markers also serve to note the sabotaged buildings which are awaiting repair, among the properties of a corporation. AGENT PAWNS Each Megacorporation has 10 agent pawns of the megacorporation’s colour to represent their Characters during their missions on the board (in different zones of Mecanisburgo). The number of the sticker at the bottom of each piece serves to identify it with its Character Card, located in the corresponding numbered space of the central office. In this way, the other players know when a megacorporation sends an agent to an area of the city, but they do not know which agent it is until the Confrontation and Resolutions Phase. A player can check his own Agent pawns at any moment, to know which Character he has in each area. But he can never look at the other player’s pawns until the “Identities” Step of the Confrontation Phase. The pawn with the clock sticker serves to mark the Players’ Turn Order. The robodummy, the tenth pawn, represents a robot that the Corporation sends to an area for spying and confusing their opponents. The robodummy can not take actions but it reduces available space to competitors. SPACIONAVE TOKEN Represents the Spacionave (shuttle), which is available to the player who controls the Spaciopuerto each Turn. MINISUB TOKEN Represents the Minisubmarine, which is available to the player who controls Puerto Stygio (the Stygian Port) each Turn. Proyecto mecanisburgo INGLES pag. 1 a la 9 grande:Maquetación 1 11/11/2008 14:36 Página 6

TURN MARKER It marks the game Turn that is being played, in the section of the board that serves that purpose.

ARTIFICIAL INTELLIGENCE PERIPHERAL TOKENS Each corporation has three tokens that represent different robotic Peripherals, which their A.I. sends to support the fighting of their agents on the board.

MONEY The currency in Mecanisburgo is the Ecu. It is available in the game in denominations of 1K (1 Million ECU), 5K, 10K, 20K and 50K. At the start of play money should be left in one side of the board forming the Bank. The most veteran player performs the functions of banker, supervising and carrying out payments and collections that megacorporations have to make throughout the game.

GAME AIDS Players have game aids which describe the main mechanics of the game, the sequence of the Turn (Phases and steps), and descriptions of the skills and their icons.

INSTRUCTIONS Each game has a set of instructions. We assume that you have it because, otherwise, you would not be reading this!. It is necessary that all players become familiar with Turn and Game Sequence sections and with the goal of the game, before starting a game. Then players can go to consult the Mechanical Section of the game, as they need it.

2 STARTING THE GAME

Each player chooses a megacorporation by any method that players decide, and places in front of him: His Central Office. The 10 Agent pawns with the colour of his corporation. His fixed Initial Cards (which have his logo in the back): - The Characters are placed in the part of the office reserved for the Board of Directors: President, Vice President and Councillor. That means the numbers 1, 2 and 3 of his office and the cards respectively. - His 7 action cards with his logo on the back, in the left of his office and upside down, so that other players do not see their values. - He places his initial properties face up on the right side of his office. He gets 30 K from the Bank (1 token of 20K + 1 of 5K + 5 of 1K).

The 4 initial cards of Robots Black Market are placed on board in the space reserved for them (in Robotown).

Place the Turn marker in the Turn 1, the Spacionave token in the Spaciopuerto area and the Minisub token in the Port (Puerto Stygio).

INITIAL TURN ORDER: Each player gives his agent pawn with the clock sticker to the youngest player. This player mixes all (including his own clock pawn) without looking, and places them, one by one, in the Initial Turn Order in the reserved area of the board (first pawn becomes first player and so on). The antepenultimate player receives additional 5K, the penultimate receives 7K and the last player receives 10K. This rule applies regardless of the number of players, from 2 players (only the second receives +10 K) or 3 (only the last receives 10K and the penultimate 7K) until 6 (only the last 3 players receive additional money).

INITIAL CONTRACTS AND RESOURCES: The first player puts the 6 Victory Event cards reserved in one side. Then he shuffles the Opportunity cards and deals 4 to each player including himself. All players choose up to 3 of these Opportunity Cards, provided they are Characters or Properties, and place them in the player’s central office, taking into account that Victory Points (VP) of the chosen cards cannot sum more than 5 VP. If, when the distribution of the Opportunity Cards, a player receives 1 or more Event or Threat (the third and fourth type of card from the Opportunity deck) he can return it (or them, if there is more than 1) and draw an equal amount of cards again. Proyecto mecanisburgo INGLES pag. 1 a la 9 grande:Maquetación 1 11/11/2008 14:37 Página 7

Each player deploys his Characters in the spaces provided in his central office, and below the numbers that serve to identify his Agent pawns on the board. The characters follow a hierarchy: The lower the number, the greater its position within the Megacorporation decision-making structure. If players choose any property, it will be placed on the properties area, on the right side of their Central Office, in position Ready (vertical). No player must pay any cost for this initial deployment. We assume that is the initial state of a megacorporation, which has spent years doing and undoing when it gets in our hands.

Tip: It's interesting to have at least 1 additional Agent at the beginning of the game, because it improves the number of actions and supports that a Megacorporation can make in its missions in different zones of Mecanisburgo. INITIAL TURN ORDER

Opportunity Deck. Opportunities of the 1st turn. Central Building Peripherals Agents Bank Forbidden Zone / Destruction Markers. Black market Robots Spacionave available in Spaciopuerto. Minisub available at the Port (Puerto Stigio) Victory Event Deck. Initial Cards of the corporation. Major Projects Deck.

All players return to the first player the unused cards that don’t meet the requirements above (4th card, or more than 5 VP).

The first player collects the unused cards, along with the rest of the Opportunity cards, and shuffles the deck.

Everything is ready to start the game.

THE GAME TURN During the game, players represent the various boards of directors of the megacorporations, in their struggle for political and administrative control of the capital of La Union. Players, in turn, send their agents to different parts of Mecanisburgo to negotiate or fight for control of these zones and to be able to gather resources, advantages and opportunities as they arise. When all players have sent their agents to the desired areas, negotiations and combats are resolved, to determine the Megacorporation that will control the area that turn.

The Turn in MECANISBURGO game is divided into 3 phases:

Phase 1 Deployment Phase 2 Resolutions Phase 3 Final

Now we will describe the complete sequence of turn in detail and step by step. Proyecto mecanisburgo INGLES pag. 1 a la 9 grande:Maquetación 1 11/11/2008 14:37 Página 8

3 SEQUENCE OF THE GAME

PHASE 1 DEPLOYMENT

1 - OPPORTUNITIES: The First player (in Turn Order) deals from the Opportunity deck, 1 face up card to each board area with available space (where there are no threats or events and there is no previous forbidden zone marker) in the order of the board zones. The two cards in zone 10 (Los Páramos/ The Moors) are placed face down, one on top of the other.

2- AGENTS: In Turn Order each player sends one of his available Agents to an area of the board he wishes to use or control (including "Next Turn Order” Zone). Available agents are those who have been covered by Character Cards in the Central office, plus the "robodummy". Remember that each agent pawn has a number below indicating its correspondence with its Character Card in the central office. This number can be known and consulted by the player who controls it, but not by others. The "unavailable" agents (without character card) should be placed in their reserved space in the office, to separate them from the pawns that will be deployed on the board. In the first round, the 7 and 8 pawns, at least, would be "unavailable". Each board zone/area has 4 spaces (8 spaces in zone 10) to place agents. This available space IS a limit: once occupied the last space of a zone, more agents cannot be sent to the area. The first space (yellow) must be the first one filled by an agent. The first space indicates who has been the first agent to arrive and, therefore, who has won the INITIATIVE in this area for the confrontation. This is VERY important, because the agent whose megacorporation wins the initiative in an area may determine the type of confrontation which will decide the control of that area. All players place an agent in TURN ORDER, and keep placing agents one by one in the same order until all available agents who they want to have been sent (some corporations have more agents than others, so it will take them more turns to send agents and they will take up more spaces in the areas, which is perfectly legal).

PHASE 2 RESOLUTION

Starting at zone 1 (Palacio de Justicia Suprema / Supreme Justice Palace) and following the growing zone numbers printed on the board, the players will solve every area or zone of MECANISBURGO to determine the Megacorporation who gets control of that zone. One area where there has not been sent any agents is skipped unresolved, except if the opportunity card displayed in the area is a Threat. In this case the threat is resolved as if it had been SUCCESSFUL.

If there are Agents of only one Megacorporation, they should resolve any Confrontation located in the Area (Threats, Attack of bands in zone 10) and, if successful, his faction goes directly to Step 7 CONTROL.

Each area is solved completely: Confrontations/ Combats, and the results and benefits of controlling it are received before moving to resolve the next Zone.

If there is more than one faction in a zone and there is not an Event or Threat, a CONFRONTATION happens and the following steps must be taken: 1 INITIATIVE: The Megacorporation that has the initiative is the one with an agent in the first (yellow) space. This faction must choose what kind of confrontation is going to solve the area: Negotiation or Combat. The player who leads the corporation must say loudly and clearly the type of confrontation he prefers. If there are more that 2 factions, initiative order for the rest are their pawns’s arrival order. 2 IDENTITIES: All the various megacorporations’ Agents present in the zone are shown, to determine values and initial supports. Each faction chooses a leader, if that faction holds more than one character in the same area. Other Agents of the same faction can add their SUPPORT value to the NEGOTIATION or COMBAT value of the leader. Possible Zone bonuses to any of the Characters are also added. This addition gives a number that everyone should say loudly and demonstrate to others if necessary. Proyecto mecanisburgo INGLES pag. 1 a la 9 grande:Maquetación 1 11/11/2008 14:38 Página 9

3 ASSASSINATIONS: In areas with assassination icon, or where there is an event that adds an assassination icon in the area, Characters that include this skill can declare an Assassination action. The Assassinations are solved simultaneously between all present factions. The murdered characters die, are retired from the game and do not return to the discard pile. The Character killed can not add his values to the confrontation. If the character assassinated was the leader, his faction chooses a new leader. 4 PERIPHERALS: Each player with characters present in the area can send to the confrontation from 0 up to 3 Peripherals of his A.I. To do so, all players choose in secret and keep in a closed fist from 0 to 3 peripheral tokens (not used yet). All players open their fists and present them simultaneously to determine the number of peripherals that each has sent to the area. The Peripherals sent to an area add their Support value during all confrontations which occur within the same area during that turn. 5 PROPERTIES: In order of initiative in the area, each corporation adds support from all the properties under their control they want to send, activating (by turning the card 90 º) Property Cards from its central office, to indicate what properties compromises in that operation. These properties hold their Support value throughout the confrontations that occur in that area during the actual turn until its resolution. One property that has been turned to remind its use in a zone remains rotated until the end of the turn, and can not be used in another area during the same turn. NOTE: A player who owns a Property (or Major Project) which gives an Opportunity card when rotated may do so in his turn order of the Properties step. If the Opportunity drawn is another Property, this player may pay its cost and activate it immediately. But he cannot do so when his turn for activating Properties (in Initiative order) has finished. SEE ADDITIONAL RULES FOR PROPERTIES ACTIVATION IN MAJOR PROJECTS’S SECTION “BENEFITS”.

6 ACTION CARDS: The Confrontations are solved. The attacker and defender factions add: NEGOTIATION or COMBAT value of the leader Agent. SUPPORT value of other characters from their Faction present, as well as any zone bonuses in combat/ negotiation/ support of one or more characters in relation to their origin, professions and skills. And one point for each IA peripheral which has been sent to the area, plus the points given from properties activated in this zone. Finally all participating players secretly choose, from his Action deck, an Action Card which has not yet been played this turn and show it, all players simultaneously. The value of the Action Card is added to the previous Negotiation or Combat points collected by each faction, getting a final value of Negotiation or Combat for each faction in the area. The highest score wins. In case of a tie the player in order of initiative (who has placed an Agent before) in the area wins. If the confrontation has been Combat, the loser (or losers if there are more than two factions) removes and discards one of his characters present in the area, at its choice, and withdraws. This character dies and does not go to the discard pile. In the event that confrontation has been Negotiation, the loser withdraws (getting his surviving Agents to his central office) without casualties. NOTE: If a player consumes all his Action Cards before the end of the turn, he can recover and use the card with value “1” for the rest of his confrontations in that turn.

7 CONTROL: The winner takes the Opportunity card or cards and any economic benefit displayed in the area (he can also activate Properties which give an Opportunity card). Winner gets also the possibility of taking the Zone Action allowed in the area if he has an Agent with that skill or profession. If the area has several possible actions, he can do more than one, but only if he has a different skilled agent for each of them, up to a maximum of one Action per agent and one of each type of Action. Any Character/ Property Opportunity card won at this step may be put into play immediately at the office of the corporation. If the card is a Character, the player must have a "vacancy" (a gap) between its 8 agents. The player puts the card of his new agent under the corresponding free number. The salary of the new Character is not paid until the Final Phase. If the card gained is a Property, it can only be put in play if its cost is paid. The player can also keep the cards in his hand until the Final Phase, but he cannot put them into play in any other moment. The property cards that have supported should be kept rotated 90 degrees, to point out that they can not be used in the rest of the turn. The surviving Characters leave the area and are returned to the office (ie: the pawn that represents them is placed in the numbered space reserved next to his Character card in the Central Office). The peripherals that have been used remain in that area until the end of the turn, and may not be used in a Confrontation later in the same turn. Proyecto mecanisburgo INTERIORES INGLES pag. 10 a la 16 grande:Maquetación 1 11/11/2008 14:40 Página 2

EXAMPLE OF CONFRONTATION RESOLUTION: In Zone 2, Pharos Casino Complex, there have been sent: 1 blue agent of OCEANICA, in the Initiative yellow space. 1 white agent of Omni. 1 green agent of Bion. 1 second blue agent of Oceanica. 1-INITIATIVE: Daniel, who plays with Oceanica, has the initiative for having placed the first agent in the yellow space, so he chooses the kind of confrontation that he PHASE 3: FINAL PHASE prefers. Daniel knows that his two agents are strong in Negotiation and does not want to risk losing an agent, so he chooses Negotiation as confrontation. 2-IDENTITIES: Players discover the identities of their agents sent to zone 2, by When all areas of the board have been resolved and showing the number of their pawns and the corresponding Character Cards in the finished, from 1 to 10,the Final Phase begins. office (If any of them were a "robodummy" it would be removed without effect). Thus all simultaneously know that: 1 – DISMISSALS AND CONTRACTS: Oceanica has sent agents 1 and 5, Teodoro RASTADAKIS and NESTOR DIAZZ. Rastadakis is declared Leader (with 5) and Nestor Supports (with 2). Simultaneously, each Megacorporation dismisses the Omni has sent his agent 2, OLINKA DANTE (with 5). Characters who do not belong to the Directors Board Bion has sent his agent 4, ARMADRILL (with 2). and who it does not want to keep on its Corporation. 3-ASSASSINATIONS: ARMADRILL is an elite assassin and the Pharos COMPLEX casino includes in its action icons the possibility of assassination These characters are discarded to the discard pile. attempts, so Elizabeth, playing with BION, decides that it is worth trying to get rid Players can Contract other Agents: replace the of Teodoro RASTADAKIS first and foremost and announces attempted dismissed ones with other Characters in their hands. Assassination. It interrupts the Negotiation confrontation, and the attempted assassination is resolved immediately. They can also play Properties in their hands, by paying Elizabeth announces that the target of assassination is RASTADAKIS and their cost and placing them in the office. chooses an Action Card (6) from her Action Cards Deck without showing it, and If for some unthinkable misfortune one of the 3 board waits for Daniel to do the same to defend his character. Daniel does not want to lose his leader as well and also chooses the 6 Action Card. Both show their cards director positions were vacant, the board members simultaneously. Then first Elizabeth (who has her “clock” pawn first in Turn Order) immediately below would fill up all vacancies and then Daniel draw one Random card (from the Opportunity deck) to add to their necessary. The vacancy of Councillor (or Councillor Action Card. Elizabeth draws 4 and Daniel draws 5. So far the result of the assassination attempt is: and vice-president, if he had lost two managers), is Isabel has 6 (Action card) + 4 (Random card) + 1 (because of the elite bonus of filled with one (or two) of the Agents hired at player’s ARMADRILL in that skill) = 11 choice (not necessarily the one in the 4th place), Daniel has 6 (Action card) + 5 (random card) = 11. But he also has in the zone except Politicians, which can not be appointed the agent NESTOR DIAZZ, who has an icon of Security and subtracts 1 to Elizabeth’s result. Now the result becomes Isabel 10, Daniel 11 and the managers (not allowed by the Incompatibilities Act!). If assassination attempt fails without consequences. a player loses the three managers in the same turn, 4- PERIPHERALS: Going back to confrontation by Negotiation, now all players his headless corporation sinks into chaos and he loses present (Elizabeth with BION, Marta with OMNI and Daniel with Oceanica), choose how many Peripherals they will use in the area. All select secretly from 0 the game. New Managers acquire the "shield" of initial to 3 unused Peripherals to add to the area. They put them in a closed fist and managers: They can not be Seduced, and they do not show simultaneously: Marta shows 2 peripherals, Elizabeth prefers not to use have economic costs of maintenance, although their any and reserves them for a better moment, while Daniel uses all his 3 Peripherals. The three players leave used peripherals in Pharos, and unused Victory points are counted at the end of the game. back in the office. Unused Property (or Major Project) cards which give (If Daniel had another confrontation later, for example in Isla Moreau (Moreau Opportunity cards can be rotated in this Step, and the Island), his opponent could know, just by looking at the board, that Daniel has no Peripherals left; but if he does not look). Character or Property drawn can be played 5-PROPERTIES: In initiative order: Daniel involves in the operation his Ginoide immediately (paying its cost if it is a Property). Eva, turning the card 90 degrees to indicate that it has been used in this area. This 2 - INCOMES: Simultaneously, Players get income action will add its Negotiation +1 value to Daniel’s score. Elizabeth does not have properties that can improve her Negotiation, so she doesn’t add anything else. from their unused Action Cards and from their Olinka, Martha’s Agent in the area, owns SEXREX cyberimplant associated with Characters and unused (not rotated) Properties that her card, so she adds a point to the Negotiation. provide money. 6- ACTION CARDS: Now each faction carries the following points: 3 - PAYMENTS: Simultaneously, Players pay the Daniel with Oceanica scores 5 Negotiation points from Teodoro Rastadakis as Leader + 2 points of support from Nestor Diazz + 3 points from Peripherals + 1 salaries and expenses of the properties and characters point from the Ginoide. It makes 11 Negotiation points total. that have cost. Those properties, contracts or Elizabeth- BION scores 2 points from ARMADRILL and nothing else. Characters which the players don’t want (or are not Marta’s score is 5 Negotiation points from Olinka + 1 point from the kit SEXREX + 2 Peripherals Points, which makes a total of 8 points. able) to pay, should be discarded. A character who has Now each player secretly selects an Action Card to add to the result. been promoted to one of the three posts of the Daniel selects a 4 confident in his advantage. Elizabeth gives up and selects a 1 Directorate stops producing or costing money. (she has the obligation to select and spend an action card), Marta hopes that 4 - REPAIRS: perhaps Daniel is reserving his best cards for another confrontation he has in Isla Properties sabotaged in this turn can be Moreau and she tries with a 5. repaired by a technician paying a cost of 10K (5K if it All show their Action cards simultaneously. is an elite technician). If not repaired, they are Daniel has scored total 15 points in his Negotiation. Marta has scored 13 points and these are not enough to beat Daniel. destroyed (discarded), unless they are buildings, Moon Isabel has scored only 3 points that are not going anywhere. Daniel gets bases (Base Lunar) or Islands. In these cases, the control of the area. Nobody loses a character as the confrontation has not Forbidden Zone marker is maintained until they are been a Combat. 7- CONTROL. Benefits: Daniel takes the Opportunity card displayed in the repaired in another turn. If a building, Base or Island disputed area: A shimmering SPACIONAVE which he adds to his properties by accumulates two markers, and damage is not repaired paying 15 million to the bank. Then Daniel takes the added value of 2 Random in the turn it receives the second one, the property is cards in money (he draws 2 and 5 = 7 million that he receives from the bank). destroyed (goes to discard pile). And, as neither RASTADAKIS nor NESTOR have Seduction skill, but RASTADAKIS owns the icon of Socializing, he plays in the casino of Pharos 5 - REFRESHING: The cards that have supported and were COMPLEX to get some more ECU. Daniel draws a new Random card for the rotated go back to their position of "ready", ie straighten. Casino night and the result is 1!. RASTADAKIS has had no luck and has lost 6 – MAJOR PROJECTS: In Turn Order: Players 5 millions in the casino. Daniel returns 5 million to the bank and ends the resolution of the confrontation. purchase Major Projects (their requirements must be paid). Each Character or Property card can be used only once per turn to buy Major Projects. Unused peripherals of A.I. can be used as points of R & D for the purchase of Major Projects (1 point for each peripheral). Proyecto mecanisburgo INTERIORES INGLES pag. 10 a la 16 grande:Maquetación 1 11/11/2008 14:41 Página 3

EXAMPLE OF ASSASSINATION ATTEMPTS

7 - RECOVERY: Unclaimed Opportunity cards are removed from the board to the discard pile, unless they are unstopped Threats, which remain, and if they can, they Spread. Also A.I. Peripheral tokens that were on the board are recovered and return to offices, and the Spacionave and Minisub tokens go back to their places in Spaciopuerto and Port. 8 – NEXT TURN ORDER: Put the Next Turn order, in order booked by agents sent to the area Next Turn Order of Play (not if they are robodummys: those pawns do not alter the Turn Order). 9 - DISCARDS: All players discard all the cards left in their hand as follows: The Characters and properties that they have been unable or unwilling to hire or buy, are left face up on the discard pile. Events and Threats are put on the board in an area of their choice (except the zone 10 Los Paramos). Players choose areas in the new turn order. In an area where an Event or Threat has been placed, not Opportunity card will be dealt in the next turn.

THE AREAS OF THE BOARD During Deployment Step, players must decide which areas they will try to control this turn and calculate what agents and resources they are willing to compromise on getting this control. Areas of the board represent the ten main Mecanisburgo districts, and winning the control of each of them can give the possibility of carrying different special Zone Actions. In addition to these fixed actions, the Opportunity cards deployed in the areas each turn allow a player who controls the area, dispose of those new resources, characters or victory points. It is important to gain control of between 1 and 3 zones per turn to maintain a healthy aspiration of victory.

CONFRONTATION RESOLUTION SCHEME

ZONE 1- PALACIO DE JUSTICIA (SUPREME JUSTICE PALACE) "Justice" serves the player who controls this area and has on it an agent with the Lawyer profession, to denounce characters / properties with icons CRIMINAL or CORRUPTION of other factions, and through a TRIAL this player will try to make them discard it from the game.

The Palace of Justice is a huge building located on a hill north of the city, near the lavish Maximum District residential area. The main entry is in the South and it looks towards the river, crossed by Lazarus Long Bridge. In the Justice Palace resides A.I. "Supreme Justice", created by the judges of the Supreme Court of la Union and which is responsible for dispensing immediate justice to Mecanisburgo’s citizens.

ZONE 2- PHAROS COMPLEX CASINO (ASSASSINATIONS can be attempted in this zone).The faction that controls it and has an agent in the area with the SEDUCTION skill may try to seduce, to attract to his faction, any character that is in play including those deployed in other areas (Eh: Everyone has the right to have fun!). No matter what class, sex or social level of the objective (after all it is the twenty- first century, dudes). We understand seduction by an array of social skills and irresistible offers on a luxurious and pleasant surrounding. Of course you can also gamble in the casino, if you have an agent with the Skill of SOCIALIZING and the desire of gambling some bucks. The Pharos COMPLEX is a huge PLEASURE-CENTER where converge hotels, business complexes and all forms of imaginable adult entertainment (including some that it is better not to imagine).

ZONE 3 – SPACIOPUERTO (SPACEPORT) Controlling SPACIOPUERTO means getting control of the SPACIONAVE token for the rest of the turn. The SPACIONAVE allows access to certain Major Projects for which a space vehicle is an essential requirement. The SPACIOPUERTO also bonuses PILOTS with a +1 in their confrontations in this area. SPECIAL: OMNI corporation draws an additional Opportunity card if it controls this area and engages/ rotates its initial SPACIONAVE.

MECANISBURGO’s Spaceport is the gateway to the stars and interplanetary businesses across la Union.

ZONE 4 – ESTACIÓN CENTRAL (CENTRAL STATION). Controlling this area allows an agent with the Hacker Skill conduct a HACKER ATTACK against the A.I. of another Corporation, with the intention of seizing digitally some of its money, or disabling its peripherals for the rest of the turn. Also in CENTRAL STATION Agents who possess the Executive profession can increase their faction’s income by taking the BUSINESS action. SPECIAL: OSAMU corporation draws an additional Opportunity card if it controls this area and rotates its ESFERAS CAZADORAS (HUNTER SPHERES).

It is the largest Bullet Train Station across la Union and one of the most bustling places in the megacity. In its lively cafes and shopping malls meet and businessmen among a multitude of travellers and emigrants. Proyecto mecanisburgo INTERIORES INGLES pag. 10 a la 16 grande:Maquetación 1 11/11/2008 14:42 Página 4

ZONE 5- GRAN PLAZA ASIMOV (ASIMOV’S GRAND SQUARE) In the Asimov´s Grand Square crowds converge and, sadly, it has repeatedly been the scene of outstanding ASSASSINATIONS and not so famous murders. Agents can use this skill in this area. The contacts allowed by controlling the Council chamber also gives an ADDITIONAL secret OPPORTUNITY to the player who controls the zone. Executive Agents can make BUSSINESS. SPECIAL: IGLESIA COSMICA (COSMIC CHURCH) corporation draws an additional Opportunity card if it controls this area and rotates its CATEDRAL (CATHEDRAL). The administrative centre of the giant metropolis. Any citizen interested in the recent Positronic Revolution must not fail to visit the Gran Plaza Asimov, because it was here where the positronic movement began, where the demonstrations centralized and where there were finally proclaimed the new rights conquered by the robots ( Citizenship Level 5). The square is framed by the huge buildings of the Great Cathedral of Our Lady of Profits, the Council Chamber and the Jules Verne Time Museum.

ZONE 6 - ROBOTOWN. Obviously ROBOT and CYBORG Agents possess a bonus of +1 in this area in all their confrontations due to familiarity with the district. Control of Robotown also provides access to a large robots black market. The faction that controls Robotown may CHOOSE 1 ROBOT from the Black Market Robot deck and, paying its price, place their property immediately in their building. Also, a Hacker Agent can make a HACKER ATTACK taking advantage of the ultrabroadband of the Robotown’s network. SPECIAL: RUR corporation draws an additional Opportunity card if it controls this area and rotates is MECANOID X.

The austerity of robots’ homes sometimes contrasts with an interior that departs from the conventions of human welfare. In a confined space, where there is no room for chairs, sofas or beds, most of the androids rest connected to the Internet by exchanging thoughts through telepresence. The raids of the supremacists "White Eagles" have led to the creation of self-defence committees in most Level 5 districts, given the limited judicial supervision. It is not a good idea to walk alone in these neighbourhoods late in the night due to the abundance of vermin mutants and the toxicity of some areas near factories and power plants.

ZONE 7 – PUERTO ESTIGIO (STYGIAN PORT) It is nice to take a walk by its bank. Great hydrobarges transporting materials and passengers upriver and down, leaving milky trails over the dark waters of the flowing river. Further north you can see the beautiful structure of Prigogyne Bridge designed in the 20s by the famous architect Sebastian Acero. Controlling the Stygian Port means getting control of the MINISUB token for the rest of the turn. The MINISUB allows access to certain Major Projects for which an underwater vehicle is an essential requirement. A corporation that controls the traffic flow of Puerto Stygio and of materials crossing the customs port has the possibility, with an agent with the SABOTAGE skill, to plan and execute this action against rival properties and interests (the annoying competitors). Also the labyrinthic recesses and port warehouses can serve as a trap for an ASSASSINATION attempt with the proper agent. SPECIAL: OCEANICA corporation draws an additional Opportunity card if it controls this area and turns its Minisub.

It is nice to take a walk by its bank. Great hydrobarges transporting materials and passengers upriver and down, leaving milky trails over the dark waters of the flowing river. Further north you can see the beautiful structure of Prigogyne Bridge designed in the 20s by the famous architect Sebastian Acero.

ZONE 8 – ISLA MOREAU (MOREAU ISLAND) The bustling financial heart of la Union is a good scenario for assassins to exercise their vile profession (ASSASSINATION). The Control of this neighbourhood allows reach numerous capacities and resources. Agents with the profession Executive can make BUSINESS, agents with the Hacker skill may try a HACKER ATTACK. In addition, the faction that controls the area draws an ADDITIONAL and secret OPPORTUNITY card.

The Stygio River has an inner island, Moreau Island, where the price of land is one of the most expensive worldwide. For that reason, skyscrapers are also the highest in the city, with an average of 900 meters. The architecture of Moreau Island is so interesting and advanced that attracts visitors from around the globe only to see their extraordinary achievements. Some notable buildings are: Bion Building, ASTRA Building, which belongs to the NOW Foundation, OMNI Headquarters, nicknamed "The Dante Fortress", RUR Tower, the Crescent Moon Building, which is owned by Rashid Metaluna, the Arched Tower, headquarters of the , the Infinite Tower, headquarters of Multindustra Osamu, Maiakowsky Building, headquarters of Mekka, and the Ocean Tower, owned by Oceanica. Access to the island across the rolling sidewalks can be done by one of its bridges, including Prygogine and Lovecraft Bridges.

ZONE 9 – ANFICIRCO (AMPHICIRCUS).The corporation that controls the Anficirco CAN ORGANIZE an AUTOCOMBAT night of the Battle Motor League. For being Organizer, it is not necessary to have an Autowarrior Agent. All corporations, including the Organizer, MAY SEND 1 Character with Autowarrior profession to the League, providing this Agent is available at the office (if not, because the Autowarrior Character is in a mission in zone 10 or in Next Turn zone, and his or her pawn has not yet been recovered, the character cannot go). The winner earns the value of 1 random card +1 in money. The organizer also wins the value of 1 random card + 1 in money. At least one Corporation (including the Organising Committee) must send an Agent to Anficirco for the Autocombat takes place. If no corporation sends a Character to Autocombat, it will not be done, so the Organizer will not get any money. The Organizer and Winner of the night may be the same corporation (it would income 2 random cards +2). Expert Players can add the optional rule BETS.

Mecanisburgo´s Anficirco is inspired by the ancient Roman amphitheaters and circuses. Faced with the front facade, which gives to the Rolling Sidewalk, stands the Autowarrior Statue, a Herculean sculpture made of vanadium which represents an autowarrior with his plastiarmour and his helmet in his hand. With a capacity for 385000 spectators, those are separated from the Arena by a moat of water and a plast-steel fence along it. The configuration of the Arena varies according to the spectacle being offered: The Battle Motor League, the Struggles of Cybeasts, Omegarock concerts or Ultraball matchs are only part of the usual programming of this futuristic Coliseum. Proyecto mecanisburgo INTERIORES INGLES pag. 10 a la 16 grande:Maquetación 1 11/11/2008 14:43 Página 5

ZONE 10 – LOS PÁRAMOS (THE MOORS). Corporations sending agents to Los Paramos in search of its interesting opportunities (not always legal and never public) must deal with gangs, who attack all outsiders. In Los Paramos, the TWO OPPORTUNITY CARDS are secret. The zone is resolved as a Threat, except that the Guts value of agents is not used. The zone makes an attack, simultaneous to all corporations present, with a Combat force equal to the sum of two random cards. The present factions count their Combat points as always: Combat points of the Leader + Support of the other Agents + Zone Bonuses (if there are any MUTANTS, they have a +1) + Peripherals + Properties activated + Action card. If the Combat points of any corporation do not exceed the attack of the Moors, one of its agents of its choice dies, and the others withdraw to the office. Among the corporations that exceed the attack, the one with the greatest score (with the most Combat points) is the winner, and the rest withdraw without casualties. In case of a tie in Combat points between the exceeding factions, control of the area will be for the corporation with the initiative in the area (or who has send his Agent before). One faction that controls the zone and has an agent with the SABOTAGE skill could make an attempt to destroy a property of another corporation.

The Moors are not strictly a residential area, but an area with restricted access, beyond the reach of Justice Palace and the Citizen Council. Graffitis with the slogan "Paramo, lawless" warn lost tourists that they have entered an area not covered by any insurance company. Buildings in this area are abandoned, many burned, virtually in ruins: rebuilding the city after the Big Explosion has not yet come up here. If someone enters the Moors without precautions takes, at least, the risk of being lost among its chaotic streets without signalling and open-infested rubble and scrap. Greater still is the danger of being assaulted by one of its inhabitants, in many cases outside the law. At the edge of Los Paramos are the waste sites of the city, and south begins an area of marshes, where the rate of mutations among the local vermin fauna reaches unsuspected limits. While it may seem incredible, many mutants and marginalized have established their homes in this area, building with garbage and discarded materials.

NEXT TURN ORDER ZONE Corporations can send agents to this area, to book places in the Next Turn Order zone and thus alter the players’ order of the following turn. This is highly recommended if you have particular interest in accessing first and win the initiative in any particular area for the next turn, and also to be the first to choose, when buying Great Projects in the next turn. Placing an agent in box 1 of next turn order of game reserves and ensures that position for its faction when deciding the Next turn order in the Final Phase. The number 2 reserves second place and so on. Only one Agent per corporation can be sent. Corporations that have not sent agents to Next Turn Order, or have sent "robodummies", maintain the position they had between them, behind those who have sent agents.

GOAL OF THE GAME: VICTORY

VICTORY EVENT CARDS At the beginning of the Turn 3, the First Player shuffles the 6 Victory Event cards and shows the first to all players. This is a new condition of Alternate Victory for the players. If a player brings together the conditions of the Victory Event at the end of the Resolutions Phase and before the start of the Final Phase of a turn, he wins immediately. The Corporate Threat (red border) is the first to be resolved, as it is immediate, as Special Victory cards are. At the beginning of the Turn 4 (if game continues), a second Victory Event Card is displayed and added as alternate victory.

The Victory Events are as follows: - Crisis: Requires collect 45 Victory points and 1 elite Politician. -Crisis Criminal (Criminal Crisis): Requires gather 3 Criminals and 1 elite Politician. - Golpe (Strike): Requires a capacity of 35 Combat points (adding Combat, and not Support points, of his characters and properties) and an elite Politician. - Elecciones (Elections): Requires gather 3 Politicians and 1 elite Politician. 2 x Amenaza Corporativa (Corporate Threat). This event is played as an additional zone (area 11 or area 12) on the board. The Corporation which, at the beginning of the turn that comes out one of these two Victory Event cards, has the fewest Victory points, may choose to become a threat to everyone else. In this case, THE FIRST AGENT it sends to the board MUST go to the Corporate Threat. In the case of a tie in VP between two Corporations, the first to send an agent into the area 11 or 12 will be the Corporation- Threat. The Corporation-Threat sends a maximum of three agents to the three spaces reserved at the top of the card, in its turn order. Other corporations may in their own turns send their agents to the four spaces reserved at the bottom. The Threat will be resolved after the area 10 (Los Paramos) as another Threat: Combat points of the Corporation-Threat against Combat points of the opponent Corporation (or Corporations) simultaneously and one against one. The GUTS Points of the Characters from the Corporation-Threat are also counted in this case, like those of their opponents. In the event the Corporation-Threat wins or ties the battle, it wins the game right away. If it loses, it goes out of the game (if it is the 3 turn, it will not play the 4 turn). The winner opponent Corporation, namely the one with the largest score in Battle points, will get the card and its Victory points. As in the rest of Threats, in the event of a tie on Combat points between the corporations fighting against the Threat, the tied faction with the best initiative in the area will be the winner.

In the event that the two Amenaza Corporativa (Corporate Threat) cards are on the board simultaneously, they will be resolved in order Zone (first 11 and then 12). The two corporations with the fewest Victory points could send agents to those areas although, as the victory in this case is immediate, if the Corporation-Threat in the area 11 is successful, area 12 will not be played. This can happen if one of these cards appears in turn 3 and the corporation with the fewest VP does not send agents in that turn (so the Threat remains on the board), and the second card appears in turn 4.

We do not really think that the Corporation who is doing worse has become "Evil" ... Or more evil than it was before! What happens is that when it sees that it is getting behind it has removed its false mask of legality and good manners, and it is willing to "play dirty" openly ... Proyecto mecanisburgo INTERIORES INGLES pag. 10 a la 16 grande:Maquetación 1 11/11/2008 14:44 Página 6

THREAT RESOLUTION EXAMPLE In Zone 7, Puerto Stygio, has appeared the Bestia Gigante (Giant Beast) Threat. During the Deployment Phase, the following Agents have been deployed in the area 7: 1 Omni’ Agent in the area’s Initiative box. 1 Oceanica’s Agent in the second box. 1 Omni’s Agent in the third box. STANDARD VICTORY At the end of step 6 of the Final Phase of the 4th 1 Oceanica’s Agent in the fourth box. turn, that is, after buying Major Projects, each player will count all his Victory 1- Targets of the threat: The Beast is really pissed off with humans, points, adding the VP included in his Characters (those who have been paid who keep throwing oil in its beautiful oceans where it spends its the payroll, because the rest have been dismissed before reaching this point), holidays, and it has decided to give them a warning. The Giant Beast aims to kill a Character or a robot from each Properties that have no Forbidden Zone marker, and Major Projects with their Megacorporation and to destroy a building from each (it is quite possible bonuses. The remaining money gives Victory points, at a rate of 1 fair). VP per 10K. The player who collects more Victory points is the winner. 2- Corporations’ strength: OMNI reveals its strength in the area. Marta has sent her agents 3 and 6, Pedro Escarpa and Kim Mae Wong, into the area. Kim serves as leader with 5 Combat points IMPORTANT: If a player gets at any time along the game one of the five and Escarpa Supports with 1 point. Total: 6 points. In addition, both Special Victories described below, this player wins and the game ends. In Kim and Escarpa have Guts points against threats, which will sum addition, the game could end up between the Resolutions Phase and the two other points, reaching 8. Daniel has sent to the area his agents 2 and 5: Dagmar Nemo and Final Phase of the 3 rd turn, if a player meets the conditions of a Victory Gemini 1 & 2. Dagmar has 4 Combat points. The Gemini twins add Event that appears in that turn. If at the end of the Resolutions Phase of the 2 Support points. All add Gut points so Daniel also sums 8 points. 4th turn (and not having won any player with a Corporate Threat, which is Now both players send Peripherals to the area to add Support. Martha realizes that Daniel has already played his 3 peripherals in immediate), there are two players who reach the conditions of the two their previous confrontation in the Pharos Complex, so she knows Victory Events (the cards of the 3rd and 4th turns), player between both Daniel has no more left. On the contrary, she can send a final having more Victory Points at that time is the winner. peripheral to the area. Now Marta - OMNI sums 9 points. Daniel and Marta seek support from properties in their offices. SPECIAL VICTORIES Marta rotates a Velocyberraptor that Omni has in the office, and it In the Opportunity deck there are four characters adds another 3 points to reach 12 Combat points, and rotates a (with golden border), and one Property (with yellow and black border), that Robocan which adds another point to her account, reaching 13 give the victory to the Corporation owning that Character / Property AND points. Daniel rotates his Robogard, assigning it to the area. Those sum satisfying the requirements indicated in the card. They are as follows: two points and reach 10. Things don’t seem good for Daniel this -ARMADRILL (Robot). It gives Victory to the Corporation which gathers 6 Robots time. (including itself) paid in the Central Office. Now both choose their Action Card (between the ones they have - ROBUR (Cyborg). He gives victory to the Corporation which gathers 4 criminals not used in this turn yet), to add them to the combat. Daniel has a (including him) in the Central Office. 5 available and he adds it in secret, but Marta still retains her 6 - THOMAS WEINTRAUB (Human). He gives Victory to the Corporation which saved for the occasion. Both show them simultaneously and reach gathers (ie: stops and wins) 3 Threat cards. a final score: Marta / OMNI 19 points, Daniel / Oceanica 15 points. 3- Threat’s strength: But now it is the turn of the Giant Beast who ALCALDE GREGOR (Major Gregor) (Human). He gives Victory to the Corporation has a couple of things to say. The Giant Beast has a Combat force which gathers one elite Politician plus 3 Politicians (including himself) in its Central equal to 2 random cards + 10 so it needs luck if it wants revenge Office. Those conditions can be met with Characters or Properties carrying the icon. on humans. The player with Initiative draws from the Opportunity - METALUNA (Property). It is a building, which can be rotated to get 5K. It gives deck two random cards for the Beast: 2 and 6: Total 18 Points! victory to the Corporation which gathers 4 Cavorite symbols (included in the Property 4- Resolution: The 19 points OMNI has managed to gather stop the cards of Refinery, mineral, etc.). Giant Beast and Marta takes the card, to account the 10 Victory points it includes. Victory obtained with one of these five Special Victory cards is immediate, But Daniel has not exceeded the 18 points of the Beast with his and occurs at the same moment the requirements are satisfied. 15, and the Beast must be content making a snack with Geminis Tip: We recommend close attention to the Corporation who has one of these 1 & 2 who dies (its card is removed from the game and does not characters ... but also to the one satisfying the requirements, because the latter can go to the discard pile)(Daniel prefers Dagmar to be the survivor). Marta - OMNI now controls the zone 7 Puerto Stygio, and collects always try to Seduce the Character and surprise everyone at the last minute! its benefits: She receives 5 million ECUs and acquires the Minisub With this information players can start a game. We recommend they token to complete a Major Project at the Final Phase. She does consult the rules of the Game Mechanics when necessary along the game. not use the Zone Actions: Assassination (ineffective in an area with This section will describe in detail the main Mechanics of the Game. The a Threat) and Sabotage, since neither Escarpa nor Kim Mae Wong have the Sabotage icon between their skills.

4 GAME MECHANICS

players have a game aid with a summary of them to minimize consultations with rules.

THREAT RESOLUTION In an area where a THREAT has been deployed there cannot be confrontations between different factions. Whether there was only one faction as if there are several, all must simultaneously confront the threat by following these steps: 1 - Determine the targets of the threat. Threat cards often determine its targets (which are the Corporation’s cards) indicating who or what (Characters, professions, Properties) is in danger. Each faction has to determine, and choose if there are several possibilities, which of their cards are going to be affected by the Threat if it succeeds, and bring them to one side. In the event that a faction does not possess any identifiable target card, this faction would not be harmed by the Threat in the event that the threat was not stopped. 2 - Determine the strength of the factions who are trying to stop the threat. Each of the factions reveals its agents present in the area and counts their Combat points in the same way as for any other confrontation: Combat Points of the Leader + Support points from other Agents in the zone + zone bonuses + Peripherals + Properties activated + Action Card. In addition, players count GUTS Points value, 1 for each of the agents with Guts sent (an agent with elite Guts has an additional point, so that icon sums two points instead of 1). Proyecto mecanisburgo INTERIORES INGLES pag. 10 a la 16 grande:Maquetación 1 11/11/2008 14:45 Página 7

THREAT RESOLUTION SCHEME

3 - Determine the threat’s strength. A Threat carries out the attack or attacks described in its card, simultaneously to all corporations or factions who have sent agents to its area. Each Threat describes in its card (with icons) a system to determine its strength (usually a lot of random cards + a fixed number). 4 - Resolve the Threat. If the Combat points of any of the factions exceed the Combat points of the Threat, it is stopped. If none of them exceeds, the threat does not stop and succeeds (in case of a tie Threat wins). All factions that do not exceed the Threat’s points must kill one of its agents in the area, at owner’s election, and withdraw their properties and surviving Characters to the office. The used Peripherals of A.I. stay in the area (as in any other confrontation). Killed characters do not go to the discard pile. IF THE THREAT IS STOPPED The faction which scores more Combat points takes the threat card to keep count of its Victory Points, and controls the area, namely receiving the zone advantages (additional Opportunity cards if any, income, Zone Action). There are no confrontations with other surviving factions in the area. In case of a tie in Combat points between two or more factions, the winner is the one who has the best initiative in this area. IF THE THREAT IS NOT STOPPED The threat succeeds: It makes the actions described in the card. If the threat can spread, it SPREADS in the Final Phase of the turn (following the order of the numbered areas on the board). The Threat card will be placed in the area with the immediate superior number. If the threat SPREADS and DESTROYS, the area left behind becomes a Forbidden Zone. It receives a "Forbidden Zone" marker to point that this area may not receive Opportunity cards or Agents for the rest of the game. Whether it SPREADS or not, THE THREAT CARD REMAINS ON THE BOARD UNTIL IT IS STOPPED IN ANOTHER TURN. The zone where the Threat is will NOT receive Opportunity card in the next turn, and the Threat will repeat its attacks.

When a Threat kills a Character or destroys a Property, the target CANNOT be regenerated or repaired (even buildings) so it is discarded directly and removed from game. If at the end of the Resolution Phase of any turn there are 3 or more Threats on the board that have not been stopped, or three areas of the board are destroyed (with Forbidden Zone marker) because of threats, the game ends with the victory of Chaos. All players lose. Better luck next time!

RESOLUTIONS OF ZONE ACTIONS Zone Actions can only be done in the area with the corresponding icon, and only by an agent with the skill or profession indicated (ie. The Agent sent to a zone must have the same icon that is printed in the zone to perform the zone action). These actions include: Assassionation, Trials, Seduction, Socializing, Business, Hacker Attack, Autocombat (participate, not organize), Sabotage.

All of them except the Assassination are carried out by the winning faction in the area at the end of the Confrontation. Agents can only make one Zone Action per turn, and it can only be made one Action of each type. As a general rule, how to solve a particular Action Zone is as follows: The attacking player uses the skill of his agent in the area (with +1 if elite skill) + chooses an Action card from his deck of unused Action cards + draws a Random card from the Opportunity deck; defending player uses as well an unused Action card + Random card. Both Action cards are selected in secrecy and shown simultaneously. The Random cards will be taken in turn order. The faction with the highest score is the winner. If the winner is the attacker, he performs the action. If the winner is the defender, the action has no consequences. In case of a tie, both the attacker and the defender must use new Action and Random cards. If there are successive ties, it will be done in the same way (new cards will be used) until one of the two factions gets a higher score and wins. Sometimes it is better to surrender using a low Action card, than to spend all the Action cards we have for the turn to defend one of our characters! If we ran out of money, maybe we will not be able to pay his salary and lose the card anyway ...

If a corporation loses a character as a result of an Action of another faction, and the Agent pawn of that character has not yet been identified (because it is deployed for a mission in an area that will be resolved later), the pawn becomes a dummy during that turn. Because the number of the pawn, when it is shown, is the number of a central office’s area with no Character card.

Sometimes it is better to surrender using a low Thus, if a player wins a confrontation in Pharos Complex with Flash Cannon, who has Seduction and Action card, than to spend all the Action cards we Socializing, he can make one of those two actions, so he must choose. If the player has Tic Tradix and Silvia have for the turn to defend one of our characters! If Volcano, which are two characters with Seduction, he can take the action once, with his preferred Agent we ran out of money, maybe we will not be able to (as Silvia Volcano has elite Seduction with +1, it is logical to try the Seduction with her). If the player has pay his salary and lose the card anyway ... won the zone with Silvia Volcano, with Seduction, and Ondina, with Socializing, he can make the Seduction Action with Silvia Volcano and the Socializing Action with Ondina. Proyecto mecanisburgo INTERIORES INGLES pag. 10 a la 16 grande:Maquetación 1 11/11/2008 14:46 Página 8

RESOLUTION OF ASSASSINATION Assassination is the only Zone Action that takes place BEFORE the confrontation itself: when the faction that has the Initiative in this area has already chosen if the confrontation is Negotiation or Combat, and all have shown the identity of their agents, but before sending the A.I. Peripherals. The faction with an Assassin Agent chooses as target an agent that is present IN THE SAME AREA. Attacker (with +1 if it is an elite Assassin) and Defender both select an Action card in secrecy and add a Random card resolving the Action (if the defender has cards with security icon in the same zone, or if he actives –rotates- properties with the security icon, he subtracts points to the Attack for such cards). If the winner is the Assassin, the murdered Character is removed from the game (some properties prevent an assassination). If several factions have assassins in the area, all Assassination Actions are solved simultaneously. Therefore, two assassins from different factions might kill each other.

If the Assassin obtains a 0 or 1 in his random card, he dies. This is independent of the Assassination had been successful (in which case the target is killed as well) or not. If the Assassin has obtained a random 8 in his card, he and his target die (even if he had lost the Assassination Action).

TRIAL RESOLUTION. The Lawyer Character that controls the zone 1 (area of Palacio de Justicia, Justice Palace), chooses a character or a property of another faction with a Criminal or Corruption icon. This character or property can be anywhere in the game. Prosecutor (with + 1 if the lawyer is elite) and defendant both select an Action card in secrecy and add a Random card resolving the Action. If the winner is the Lawyer, the prosecution prospers and the Corporation has to discard the mentioned card.

SEDUCTION RESOLUTION The Seducer Character who controls the Pharos area or who has won the "Red Carpet" or "Wild Party" Events, chooses a target character from another Corporation (the Agent pawn of the target Character can be deployed anywhere in the board). Seducer (with + 1 if elite) and Seduced both select an Action card in secrecy and add a Random card resolving the Action. If the winner is the Seducer, the Seduced Character leaves his faction and must be hired immediately in a vacant post of the corporation's seducer (the player whose agent has been seduced gives the Character card to the player who has made the Seduction). A player cannot try a Seduction if he doesn’t have a vacancy in the corporation. If he already has 8 Agents (including the 3 managers) he cannot remove one for "making space" because the DISMISSALS AND CONTRACTS step is in Final Phase, at the end of turn. The Characters in the Board of directors (numbers 1 to 3) of a corporation CAN NOT BE TARGET OF SEDUCTION. What can the seducer offer them that they don’t already have?

SOCIALIZING RESOLUTION The Character with this skill that controls the area of Pharos can gamble at the casino. To do this, take a random card and see the following table:

RESULT 0 1,2 3 4,5 6 8

EFFECT (K) LOSES 10 K LOSES 5 K NO EFFECT RECEIVES 5 K RECEIVES 10 K Receives 20 K

If a corporation loses more than the money it had before the Action, its money becomes 0. If a character with Socializing goes to a social event (Alfombra Roja /Red Carpet, Fiesta Salvaje/ Wild Party or Congreso Científico/ Scientific Congress) has +1 bonus.

BUSINESS RESOLUTION The Executive Character (with the Business icon) who controls the area of Estacion Central/ Central Station, Gran Plaza Asimov / Asimov Gran Square or Isla Moreau / Moreau island draws a random card and gets its result in money (million).

HACKER ATTACKS RESOLUTION The Hacker Character who controls the Central Station, Isla Moreau or Robotown can attack the A.I. of another Corporation. The Hacker (with + 1 if elite) and the attacked both select an Action card in secrecy and add a Random card resolving the Action. If the winner is the Hacker, he can steal money from the attacked corporation in the amount of the sum of 2 random cards. If the Hacker is elite, he can choose from such action and the deactivation of all of his target’s unused A.I. Peripherals until the end of turn. An area with a Hacker icon sum +1 to a character in Suspended Animation.

AUTOCOMBAT RESOLUTION The faction that controls the Anficirco can organize a night of Battle Motor League. All autowarriors who go to a night of Battle Motor League (with + if elite) select an Action card in secrecy and add a Random card. The Random cards will be taken in turn order. The winner receives income of the value of 1 random card +1 (in money). The organizer also receives income of the value of 1 random card + 1.

SABOTAGE RESOLUTION The saboteur Character who controls zone 10 (Los Páramos / The Moors) or zone 7 (the Stygio Port) can attack a Property of another corporation. The saboteur (with + 1 if elite) and the attacked Corporation both select an Action card in secrecy and add a Random card resolving the Action. If the winner is the saboteur the attacked Property suffers damage, ie: it receives a Forbidden Zone marker to resolve such action at the end of the turn in the Final Phase, step of Repairs. At that Step, the property can be repaired by paying 10 K if the Corporation owns a technician (or 5K or if it has an elite technician). If the Corporation does not have technician or money, sabotaged property is destroyed, and therefore discarded, unless it is a Building or Moon Base or Island. In these cases, attacked Corporation must keep on sabotaged building, base or island a Forbidden Zone marker. While the card has the marker, the sabotaged building, base or island can not generate supports or benefits, or R & D or Major Projects or Victory points, until the Corporation repairs the damage with a technician and paying 10 K in the final phase of another turn. If a building, Base or Island accumulates 2 damage markers, and is not repaired in the turn it receives the second one, it is discarded. If the saboteur has obtained a 0 or 1 in his random card, he dies. This is independent of the Sabotage has been successful (in which case the Property receives damage) or not. If the saboteur had obtained an 8 in his random card, he dies and damages the property (even if he had lost the Sabotage Action), and also one member of the target Corporations’ Board of Directors is killed, at target’s choice.

MAJOR PROJECTS can not be sabotaged.

Note: There are Senators and Politicians that are Characters, and others are Property cards. It should be clarified that the latter are "agreements with politicians", ie bribes. The Characters can be seduced, murdered and prosecuted (brought to trial), but not sabotaged. The bribes can be prosecuted and sabotaged, but as these cards are not characters, they can not become agents or be seduced or murdered. Proyecto mecanisburgo INGLES INTERIORES pag. 17 a 24:Maquetación 1 11/11/2008 14:47 Página 1

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This is a consulting section for cards, icons and rules to clarify any doubts that might arise to players in the course of a game. ICON AREAS: SPECIAL NOTES

BONUSES: The areas with bonuses are 3: Spaciopuerto, +1 to Pilots These bonuses add up +1 to the Confrontations (Combat, Negotiation, or Support values) of Characters satisfying the feature benefited in the area. Robotown, +1 to Cyborgs and Robots

Los Páramos/ The Moors: +1 to Mutants

TWO CARDS: The TWO CARDS icon is placed on the three areas where the major opportunities arise: The Gran Plaza Asimov- Asimov Grand Square, and Isla Moreau- Moreau Island, business centres par excellence; and Los Páramos - the Moors, a paradise for illegal opportunities. The Corporation controlling the area receives the card which is face up on the board, and draws an additional Opportunity card from the Opportunity deck (in zone 10 Los Páramos, the two cards are already on the board). CHARACTER CARDS

A) PROFESSIONS Icons in the top left of the Character cards show their professions, and provide benefits according to the area where the Agents are. If the icon is golden it means that it is an elite professional. The professions are as follows:

EXECUTIVE: If he controls certain business areas, he can make Business, receiving income equal to 1 x Random card in money in the Central Station, Gran Plaza Asimov and Isla Moreau.

LAYWER: If he controls Palacio de Justicia, he can prosecute a character or property with Criminal or Corruption icon present in the game.

MYSTECH: When he is leader in a confrontation, he receives Support +1 from any other mystech. He can go to the Alfombra Roja/ Red Carpet Event.

CRIMINAL: May grant Victory to the corporation who gathers 4 Criminals + Character Robur. He gives 2 VP if his faction owns the Antimateria (Antimatter) Major Project. He can go to the Fiesta Salvaje/ Wild Party Event. (But he can also be prosecuted...)

SCIENTIST: He can receive support from laboratories and other properties for Confrontations (Combat, Negotiation and Support) and for R & D confrontations. He can attend the Scientific Congress Event. He gives 2 VP if his Corporation owns the Teoria M/ M Theory or the Dimension X Major Projects (4 PV if they have both projects).

SECURITY OFFICER: Subtracts -1 Point to Assassination if he is in the same area (if there are several security officers, each one subtracts 1 point to Assassination). When a property with the security icon is activated in an area, such property can perform its role of Security and also support / combat in that area if it had that capacity. The security officer can go to the Alfombra Roja/ Red Carpet Event and the Fiesta Salvaje / Wild Party.

MEDIA STAR: When he is leader in a confrontation, he receives Support +1 from of any other star. He has + 2 in both Alfombra Roja/ Red Carpet and Fiesta Salvaje/ Wild Party Events. This bonus will be used for confrontations in the area, and also to conduct the Zone Action if his/her faction controls the area. He can receive support from Robocan.

AUTOWARRIOR: Can participate in an Autocombat night in Anficirco.

TECHNICIAN: Receives Support +1 from Robot Characters or Properties. He can repair a sabotaged property in the Repairs Step by paying 10 K (if elite Technician, paying 5K). He gives 2 VP if his corporation owns the Antigravedad/ Antigravity Major Project.

PILOT: Has bonus +1 for confrontations in Spaciopuerto. He gives 2 VP if his corporation owns the I.S.S. Kubrik Major Project.

PSYCHIC: The Psychic can choose his Action card in a confrontation, after seeing the Action cards that opposite factions have selected. The elite Psychic can choose between this option and the possibility to force, in the step of revealing IDENTITIES, that the confrontation in the area is changed to a clash of R & D.

POLITICIAN: May grant Victory to the corporation who gathers 3 Politicians + 1 elite politician + Character Alcalde Gregor/ Major Gregor. He can go to the Alfombra Roja/ Red Carpet Event and the Fiesta Salvaje / Wild Party. A Politician can not be appointed to the directors board (ie can not be upgraded to one of three senior positions) of a Megacorporation.

B) SKILLS Icons in the bottom left of the Character cards represent their skills. If the icon is golden it means that the Character has an elite skill and has bonus +1 regard to normal icon. The skills needed to perform an Action Zone are explained in each paragraph of that section, and are:

ASSASSINATION SEDUCTION SOCIALIZING HACKER SABOTAGE Proyecto mecanisburgo INGLES INTERIORES pag. 17 a 24:Maquetación 1 11/11/2008 14:51 Página 2

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There are other innate skills that affect the characters and do not require a confrontation. The innate skills have the following effects:

GUTS: Adds +1 to the Character’s Combat (or R&D) and Support points when faced with a Threat (therefore, with +1 +1 = +2 if elite Guts).

IMMORTAL: If at any time the character is destroyed or dies, his corporation pays 10 k for the regeneration treatment, the character returns activated to the Central Office. If the Corporation fails to pay the treatment at the time of death, the character can not be regenerated, and must be discarded out of the game.

SUSPENDED ANIMATION: The character in Suspended Animation can only be sent to an area of the board if accompanied by an A.I. peripheral. If at the IDENTITIES Step of a confrontation, the corporation sending this character to a zone does not have any available peripherals, it is understood that the agent is in the office and the pawn that agent represents is a "robodummy". A Character in Suspended Animation has bonus +1 in areas with the Hacker icon.

DOPPLEGANGER: The character with this skill copies the values of Combat, Negotiation, Support and R & D of any other character who is present in the same area (or in the office if he is there). His faction must choose which character to "copy" at the Identities Step of a confrontation, and he maintains those values throughout the confrontation and until he returns to the office. He doesn’t copy skills or professions. If there are no characters in his area, all values are 1.

PEACEMAKER: There can be no Combats between factions in an area with a Peacemaker. The confrontations are always by Negotiation.

C) DESCRIPTIONS OF CHARACTERS

All characters are described by their icons, but some have characteristics that differentiate them from others, or require further explanation. They are as follows: * GOLDEN BORDER: Alcalde Gregor/ Major Gregor; Armadrill, Robur and Thomas Weintraub: Those 4 Characters give SPECIAL VICTORY (see that section). * GREEN MONEY ICON: Andromeda, Cassandra, Edric, Flash Cannon, Giacomo, Max Speed, Psyclon, Sextus, Silvia Volcano; those 9 characters are agents that give us money each turn instead of being paid their salary. * OTHER: Alana Vega: If 1 or more Spacionaves are rotated at the Incomes Step, she allows her corporation to collect 5K for each; if in the following Step, Payments, her corporation didn’t pay her salary, it would lose the Agent, Alana Vega, but not the income, which comes first. - Aracne: Her Combat points are equal to the value of a Random card +2 (her minimum is 2, and her maximum is 10). This value remains until the end of the confrontation. For a new confrontation, she draws a new Random card. - Iris: If her corporation rotates 1 or more Spacionaves (including marker) in the Major Pojects Step, Iris gives 2 points of MP (Major Projects) for each. That same Spacionave gives us the Spacionave requirement some projects have. However, as the Step of Refreshing comes before that of Great Projects, the shuttle would remain rotated (excluding marker, which goes to Spaciopuerto as usual) during the next turn until the next step of Refreshing. -Hextor Sarco: Same as Iris. If a Megacorporation has both characters and rotates a Spacionave in the Major Projects Step, it may sum 2 +2 = 4 MP points with the same Spacionave (2 Spacionaves and the two characters could add 8 points).

In Mecanisburgo universe all Characters have their own history. See genxgames website: www.genxgames.es (soon) to learn about the citizens´ life of this wonderful city. OTHER ICONS IN THE OPPORTUNITY CARDS

MUTANT: Gives 2 VP to a Corporation which owns the Mana Plancton Major Project. Has bonus +1 in zone 10 (Los Páramos/ The Moors). Receives Support +1 from (each) Cavorite. CYBERIMPLANT: When buying this property it must be allocated to a Character. If the character dies, cyberimplant is lost. If the Character is seduced it goes with him to the new faction. The cyberimplants can not change from one character to another, once they have been implanted. CORRUPTION: When this icon is in a property (Senator, Politician) it represents an illegal agreement or bribery. Therefore, it can be prosecuted by Trial. Its cost must be paid all turns in the Final Phase, Payments Step. TARGET: When it is in a Threat (red), indicates the cards that will be destroyed by the Threat if it succeeds. When it is in an Event (green), indicates who can attend the Event (or go to the area where the Event has appeared). EVENT: It can be a social event (green border) or one of the 6 Victory Events. VICTORY: The player who achieves the Victory is, of course, the winner. THREAT (red border). The Threat SPREADS The Threat DESTROYS EACH PLAYER. It affects all players. CONTROL OF THE ZONE. It implies the requirement to control the area with corresponding number. RANDOM CARD -It involves drawing a card from the Opportunity deck and obtaining the value of the random number as a result.

(icon of money) Red: Cost (must be paid in the Final Phase Step of payments). Green: Profit (must receive income in the Final Phase, Incomes step). 1x (icon of money) Only once (One Payment, when buying the card). In general, almost all properties are paid only once (except bribes to politicians), and almost all Characters are paid all turns. (Green Lightning) Rotate the card to activate it, only once per turn. (Red Lightning) Card is used once and then discarded. BENT CARD Draw additional Opportunity card. Proyecto mecanisburgo INGLES INTERIORES pag. 17 a 24:Maquetación 1 11/11/2008 14:51 Página 3

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IINITIATIVE. It represents the possibility that the Corporation activating this card may win the initiative in an area, giving to its Agent present in that Area the FIRST POSITION (The remaining factions present keep their respective Initiative positions). ASTERISK See the specific instructions of that card in this booklet. SIGN OF FORBIDDEN If activated it prevents a particular action. BUILDING. This property is a building and can be damaged, not destroyed, by an act of sabotage. The accumulation of two damages involves the destruction and discard of the building. BASE. This property is a complex spatial base and can be damaged, not destroyed, by an act of sabotage. The accumulation of two damages involves the destruction and discard of the Base ISLAND. The island can be damaged, not destroyed, by an act of sabotage. The accumulation of two damages involves the destruction and discard of the island. LAB. This symbol represents a top-level scientific facility (laboratory). CAVORITE. It is the mysterious source of energy which origin has provided so many speculations (Comet rain, gift of a superior extraterrestrial race?). DATA. Information is power. Nothing is so versatile and valuable in the world of the twenty-first century as having the crucial data at the right time. PROPERTY CARDS

These are the 48 Opportunity cards with yellow and black border. They are as follows:

2x BASE LUNAR (MOON BASE): 1 Base Lunar Alpha, 1 Base Lunar Beta. These are buildings AND laboratories. If the megacorp that owns a moon base rotates a Spacionave, it can draw a card from the Opportunity deck (if it rotates several Spacionaves it can draw several cards). 4X CAVORITA (CAVORITE): The essential mineral. By rotating the cavorite, Mutants receive Support bonus +1. 4X CIBERIMPLANTES (CYBERIMPLANTS): 1 Cybrazo (Cyberarm), 1 Corazazón (Armorheart), 1 Dermoarmadura (Dermoarmor), 1 Sexrex Kit They must be assigned to a Character. Cybrazo (Cyberarm) and Corazazón (Armorheart): If rotated, they can give +2 to Combats. Or if rotated, they can give its carrying character (even one without the Autowarrior profession) the possibility of participate in an Autocombat with +1 (elite Autowarrior would have +2). Dermoarmadura (Dermoarmor): If rotated it can give +2 to Combats. Or if rotated, it can prevent the assassination of the Character that carries the Dermoarmadura. Sexrex Kit: If rotated, it can give +1 to Negotiations. Or if rotated it can give its carrying Character the Seduction Skill with +2, even though he did not have it previously (+3 if implanted in a character with elite Seduction). 6X LAB: 2 Cronolab, 1 Medilab, 1 Genelab, 1 Biolab, 1 Volcana Uno (Volcana One) All of them except Volcana Uno give Support +1 to Scientists if rotated. If the megacorp that owns Volcana Uno rotates a Minisub, it can draw a card from the Opportunity deck (if rotates 2 Minisubs it receives 2 cards). 1X CAVORITE MINING SATELLITE COMPANIES: 1 Metaluna. See SPECIAL VICTORIES 2X REFINERIA DE CAVORITA (CAVORITE REFINERY) If the megacorp that has a Cavorite Refinery rotates a Cavorite, it receives 10 K (if rotates 2 cavorites it receives 20 K). 9X ROBOTS: 2 Robocan, 2 Androide "Magnus", 1 Ginoide Eva, 2 Robogard, 2 Roboasistente -2x Robocan (Robodog): If rotated, it can act as Security Officer (and subtract one to Assassinations). Or if rotated, it can give a Support +1 to a Media Star. Or if rotated, it can give +1 to Combats. If its owner discards (destroys) it, it can prevent an Assassination that has been successful (it sacrifices itself). If it is rotated (activated) in an area, it can perform all duties (Security-Stars Support-Combat) in the same area (or Security and sacrifice: as Combat is resolved later, it could no longer fight in case of being slaughtered in the Assassination Step). -2x Androide Magnus (Magnus Android) and -2x Roboasistente (Roboassistant): If rotated they can give Support +1 to Scientists. Or if rotated they can give Support +1 in a zone. They also give R& D points (Magnus gives 2 and Roboasistente gives 3). 1x Ginoide Eva: If rotated it can give +1 to Negotiation in a zone. Or if rotated it can give the Seduction skill with +1 to a Character without it (total +2 for an Elite Seducer) (it can perform both functions in a single area). Or if rotated, it can prevent a Seduction. 2x Robogard: If rotated, it can act as Security Officer (and subtract one to Assassinations). Or if rotated it can give +2 to Combat (if rotated in an area, it can perform both functions in that area). 1X CIBESTIA (CYBEAST): 1X Velocyberaptor: If rotated, it can give a Character (that does not have it) the Assassination skill with +1 bonus (total +2 to an elite Assassin). Or if rotated it can give +3 to Combats in an area (if rotated in an area, it can perform both functions in that area). 5 X DATOS (DATA): If the card is not used, it gives 2 Victory points at the end of the game. Or if it is used (discarded), it gives 2 points for R & D + 1 point for Major Projects + 5K (it could be used for example to buy Major Projects, and after that it would go to the discard pile. It can be used also in an R&D confrontation). 8X AGREEMENTS WITH POLITICIANS : 2x Senador (Senator), 1x Senadora (Senator), 5x Politico (Politician) All agreements with Politicians are corrupt and therefore illegal; all of them give influence for Major Projects (2 MP points) and have a maintenance cost per turn of 5K Important: The Senators (Senador, Senadora) are elite Politicians, and therefore almost indispensable to achieving Victory with a Victory Event card. That is why it is usually very interesting to preserve these properties over others (there are also characters who are elite politicians, but what if we don´t get them, or we do but they are Seduced?). 6 X VEHICLES: 4 x Spacionaves, 2x Minisub 4x Spacionave: If rotated the Spacionave by a corporation which owns a Moon Base, it can draw a card from the Opportunity deck (if rotates 2 Spacionaves it draws 2 cards). 2x Minisub: In a confrontation that happens in a river area with the Minisub icon, the minisub, if rotated, gives +2 Support points (+2 Support points per rotated Minisub). Proyecto mecanisburgo INGLES INTERIORES pag. 17 a 24:Maquetación 1 11/11/2008 14:51 Página 4

APPENDIX: THOSE LITTLE DETAILS

MECANISBURGO’S MEGACORPORATIONS. INITIAL CARDS

Each of the 6 megacorps has 3 fixed Characters in the Board of Directors with the numbers 1, 2 and 3, which indicate their initial hierarchy. The specific properties of each corporation are as follows:

1-BION Specializing in Biology and Genetics, Bion has 2 Properties: 1 Genelab, and 1 Hidromiel (God-Mead). 1x Genelab: It is a laboratory. If rotated, it gives Support +1 to Mutants. 1x Hidromiel (God-Mead): It is a drug that Bion can provide to one of its agents. By rotating the Mead it gives a Support with value equal to a random card in a confrontation. Like any drug, it has a risk: if the Random card has a value of 5 or above, the side effects kill the agent. In this case, death occurs after the confrontation is resolved and the area is controlled (Agent conducts Zone Actions and collects the benefits and opportunities of the area, before he dies).

Adrian Kivrin’s BION teams deciphered the mystery of the human genome map in 1963 with the help of some of the world's first artificial intelligences. The patents of drugs, implants and transgenic species pushed the company to the "twelve" megacorporations club in a single decade. The wealthy Pharmacist and businessman Adrian Kivrin decided to give a chance to his two sons, Miles and Angel, promoting them at the head of his powerful company. By applying their knowledge in pharmacy, chemistry and biology, the result was a series of splendid crops and the birth of selected and resilient animals. The success of the new hybrids and their techniques for breeding encouraged the Kivrin brothers to develop and enhance the use of genetic enginee- ring in their laboratories. Miles and Angel had the vision of an "improved" world thanks to the knowledge derived from their studies. If they could improve the qualities of a plant or animal species, why not do it with humans? A world without disease, without old age, without cancer or Alzheimer's disease. A world without physically or mentally han- dicapped, without hunger. Controlling the "wild chromosomes" would give humanity the key to further development and its ultimate success as a species.

2 – IGLESIA COSMICA (COSMIC CHURCH) IGLESIA COSMICA has 2 Properties: 1x Cathedral and 1x Arkangel 1x Catedral (Cathedral): It is a building. If the Cosmic Church controls zone 5 (Gran Plaza Asimov) and rotates the cathedral, it obtains an additional Opportunity card. If the Church rotates the Cathedral at the Incomes Step, it receives 5 K. If rotated in a zone, the cathedral can also give support +1 to Mystechs in that zone. 1x Arkangel: It is a robot. If rotated, it can give support +1 to Mystechs and can give +3 Combat points in an area. Or if rotated, it can prevent an Assassination.

“DEAR BROTHERS, YOUR CHURCH NEEDS YOU In this world of materialistic excesses we all have a moral obligation to say “enough”: ENOUGH of the wild and irrational pursuit of pleasure prevailing in our society. ENOUGH of the confusing and demonic verbiage of those who pretend to match the machines with the work of God. ENOUGH of the self-righteousness of those megamerchants who seek to reach the sky with works that reflect the ambition and arrogance of humans, such as that terrible "”space elevator”. If you, like us, believe that truth is our church, and that the only Faith and the human family should remain protected at all costs, you can only, in good conscience do one thing: Deposit your confidence in the BANK OF GOD. It allows the Lord and his ministers take your sweat and your effort to build a world of love and harmony in the style that God and you wish. The BANK OF GOD administers your salary and generates interest for our causes so that we can see our young people use a clean life, free from unnecessary temptations, in a fair world, orderly and respectful of moral values. If you have not already done so, fill out this Conversion form guaranteed. More than 13,000,000 million faithful believers have already done so and obtained exclusive DIP of OUR LADY OF PROFITS, the only economic DIP which certifies your unshakeable faith”. Monsignor Karna

3- OCEANICA: Specializing in underwater research, Oceanica has 1x Minisub 1x Minisub: If Oceanica controls zone 7 (Port Stigio) and rotates its additional Minisub, it receives an additional Opportunity card. The Minisub is also very advantageous when purchasing Major Projects.

The last war caused terrible damage in farming economics from the old continent to Austrasia. The new pills of nutritious plankton enabled the allies to survive the terrible trenches struggle. A group of investors led by the prominent family of Greek shipowners Rastadakis worked on the creation of the largest submarine complex ever built by man on the slopes of Archipelago, in the submerged foothills of the Volcana Island in the Aegean Sea. This became the germ of OCEANICA. In Volcana Island were developed spectacular techniques for breeding and exploitation of marine resources, real farms where algae oil and the condensate nutritious called Manna 35 contributed to eradicate hunger in the world in the 70's. These advances allowed Oceanica gain control of the major fast-food chains in the world, absorbing the largest food and refreshments companies of the era and turning them into a true colossus of nutrition on an unprecedented scale.

4- OMNI:Specializing in aerospace engineering, OMNI has: 1x Spacionave 1x Spacionave: If Omni controls the zone 3 (Spaciopuerto) and rotates its initial Spacionave, it obtains an additional Opportunity card. The Spacionave is also very advantageous when purchasing Major Projects. It is noteworthy that the President of Omni, Cesar Dante preserved by IAM in Suspended Animation, is Immortal, so he can be regenerated if Omni pays 10K at the time of his death. This situation requires him to be deployed on the board always accompanied by a peripheral AI.

The history of the corporation OMNI goes back to the Renaissance, the golden age of trade in the Mediterranean coast. At that time, the Dante family had a merchant fleet which reached the farthest corners of the planet from the Stygio riverbanks. "Always ahead, always the first," read the motto of the family. Right now in our century, and under the direction of Caesar Dante's grandfather, Alexander, the powerful family shipping company took advantage of their resources to establish the first intercontinental airline and to invest in the brand new business of aerospace industry. The support of Dante family to Mars Colonization and its mining operations in the Asteroid Belt have consolidated their position among the Union's financial aristocracy. The "Dante Fortress" is one of the few buildings of Moreau Island which serves as house as well as office: Residence of the Dante family, where Olinka regularly organizes magnificent receptions to which all the trendy High society of the city yearns to be invited, and where his brother Cesar Dante remains unseen since his tragic accident four years ago. Isolated from the world in the Dante Fortress basement,s Cesar can only "abandon" the Fortress with the life support of at least one peripheral of IAM, the Artificial Intelligence personally developed by the heir to the Dante fortune. Proyecto mecanisburgo INGLES INTERIORES pag. 17 a 24:Maquetación 1 11/11/2008 14:51 Página 5

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5- OSAMU MULTINDUSTRA:Specializing in technologies relating to security, Osamu has 2 initial Properties: 1x Esferas Cazadoras (Hunter Spheres) and 1x Cyberninja. 1x Esferas Cazadoras (Hunter Spheres): If Osamu controls Zone 4 (Central Station) and rotates its Esferas Cazadoras, it obtains an additional Opportunity card. Or if rotated, Hunter Spheres may give +3 to Combat in an area. 1x Cyberninja: If rotated, it can act as Security Officer (and subtract one to Assassinations).Or if rotated during the Initiative step of the turn, it can give the initiative to Osamu in an area, giving to Osamu’s Agent present in that Area the FIRST POSITION (The remaining factions present keep their respective Initiative positions).

After being defeated in the last war the dreaded Japanese Empire seemed to have ended. Yet the tenacity of its citizens and the firm discipline of its government turned the resurrection of the Country of the Rising Sun in an example of determination and sacrifice. The very noble families and clans whose lineage was dating back to feudal times, made of their ancestral tradition, strong will and honour, the tools that they needed to assimilate and improve scientific knowledge of the West. Without the offensive capability of an Army of their own, Osamu and some Japanese businessmen called for research in robotics and cybernetics, and encouraged ambitious projects with an incredible speed given the battered state of the economy of the former empire. They hoped to defeat their opponents with their own weapons. Among these projects, a revolutionary system of force fields applied to "Yoroi", Samurai armour, allowed them to create and develop with cutting-edge technology a corps of defensive cyberwarriors quickly standardized in all aspects of security and military applications. At the same time, the success enabled Osamu expansion in other sectors such as consumer electronics, transportation and civil robotics and placed it at the head of the Asian Megacorporations in the mid-60s. In those years Osamu began to get contracts for their magnetic levitation trains in almost all countries of the West, more concerned with the space race than with civilian transport.

6- R.U.R. RUR owns 2 Initial Properties: 1 x Mecanoid X and 1x Programador Maestro (Master Programmer). 1x Mecanoid X: It is a robot. If R.U.R. controls the zone 6 (Robotown) and rotates the Mecanoid X, it obtains an additional Opportunity card. Or if rotated, it can act as Security Officer (and subtract one to Assassinations). Or if rotated, it can give +2 to Combats in a zone. 1x Programador Maestro (Master Programmer): He is a Scientist Cyborg (but while he is failing to acquire citizenship, he can only act in an area accompanying a Character). By rotating the Programador Maestro, he may override the action of another robot in an area. Cancelled robot remains rotated and cannot be used in another area. Programador Maestro can be rotated as response to another robot’s activation in the same zone, independently of R.U.R.´s Initiative.

The efficient automatons factory of Roxxum corporation opened gradually its way into the markets. Especially since its positronic neural network demonstrated the capabilities and advantages of the first self conscious machines in the late 30s. The insertion of the 3 basic laws of robotics fixed in the neural matrix reduced the doubts that many human felt about their most direct descendants. Since then, the Asimov laws have been approved and used in all robots of civilized world. R.U.R. and its governing board, led by Guillermo Roxxum III, his spokesman and astonishing android PHALARINX, and its programmer A.I.COLECTUS, face tough competition in the biotechnology field. R.U.R. must demonstrate that the hardware and robots have a brilliant place in the future.

ROBOT CARDS OF ROBOTOWN BLACK MARKET

The 4 Black Market Robots which are available at the beginning of the game are:

- Robogard: If rotated, it can act as Security Officer (and subtract one to Assassinations). Or if rotated it can give +2 Combat points in an area (if rotated in an area, it can perform both functions in that area). -Roboasistente (Roboassistant): If rotated it gives Support +1to Scientists. In addition it gives 2 points for R & D. -Robélula (Robofly): If rotated it can give a character the skill to perform a hacker attack in an area with the corresponding icon. Or if rotated, it can override the value of a random card (ANY random card, immediately after drawing it). In this case the card is discarded and a new Random card must be drawn. -Robix: If rotated, it can give a character the Seduction skill with +2 (total +3 if elite Seducer).

EVENT CARDS

They are the Opportunity cards with green border. They include the icon of Socializing, indicating that Characters with this skill have a +1 bonus in confrontations in the area where the event occurs. They are as follows:

FIESTA SALVAJE (WILD PARTY): Corporations can only send Media Stars (who have bonus +2), Politicians, Criminals and Security officers. Assassinations can be attempted in the area. The faction that controls the area (with a confrontation of Negotiation) can try a Seduction. ALFOMBRA ROJA (RED CARPET): Corporations can only send Media Stars (who have bonus +2), Politicians, Mystechs and Security Officers. The faction that controls the area (with a confrontation of Negotiation) can try a Seduction. CONGRESO CIENTÍFICO (SCIENTIFIC CONGRESS): Corporations can only send Scientists. The faction that controls the area (with a confrontation of R & D) receives income 10K. Proyecto mecanisburgo INGLES INTERIORES pag. 17 a 24:Maquetación 1 11/11/2008 14:51 Página 6

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THREATS

They are the Opportunity cards with red border. The threats are as follows:

BESTIA GIGANTE (GIANT BEAST): A Giant radioactive Monster is attacking the city. The Giant Beast has an attack value equal to the sum of two random cards +10. If it succeeds, it destroys a building and kills a character (Human, Cyborg, or Mutant) or a Robot to each corporation. Each player chooses one of his characters (or robots) and one of his buildings, and discards both cards (removing them from the game). It SPREADS and DESTROYS, if not stopped; if it is stopped, gives 10 VP to the Corporation that controls the area and gains the card. CRONOMOTO (CHRONOQUAKE): A failed time experiment causes a Time Shock Wave. Scientists have to devise ways to stop it. The confrontation with Cronomoto is done with R & D points instead of Combat points (Support and Guts points are accounted and function like in any other Threat confrontation). Chronoquake has a value of R & D equal to the sum of 2 random cards. If it succeeds, it destroys, as the Giant Beast, two cards (a character or robot and a building) from each Corporation. The Corporation failing to exceed Threat removes from game one of its characters present in the area: this character gets lost in another timeline. The controller of this threat receives 8 VP. JUSTICIA (JUSTICE): The Central Government of La Union launches an Anticorruption operation against megacorporations. Justicia can not be stopped, so it does not give Victory points (although corporations can send agents to the area where this card appears). This Threat makes a Trial to an illegal card (ie: a card with a Corruption or Criminal icon) of each corporation (if a player does not have any, it is unaffected by this Threat). Each corporation will face the trial with one of their Action cards. Justice uses a Random card (the same for everyone) to judge them simultaneously. Corporations whose Action card exceeds Justice’s Random card will keep the illegal character or property; those which do not exceed (because the value of their Action card is equal or smaller) must discard an illegal card of their choice. REBELIÓN ROBOT (ROBOT REBELLION): The positronic revolution reaches Mecanisburgo. Bands of radical robots deactivate their 3 Laws and attack humans. The Robot Rebellion has a Combat value equal to the sum of three random cards + 2. If it succeeds, it kills a Human character of each Corporation. Each player chooses one of their Human Characters and removes the card from the game. The Robot Rebellion SPREADS and DESTROYS, if not stopped. If it is, it gives 12 VP (to the Corporation that controls the area and gets the card). REVUELTA ANTI-ROBOT (ANTI-ROBOT REVOLT): Supremacist human mobs take the streets in a wave of violence. The Anti-robot Revolt has a Combat value equal to the sum of a random card +10. If it succeeds, it kills a Cyborg or Robot character of each Corporation. Each player chooses one of his Cyborgs or one of his robots, and removes the card from game. It SPREADS if not stopped. If it is, it gives 8 VP to the controller of the card. ROBUR ATACA (ROBUR ATTACKS): The dangerous criminal Robur and several of his clones kidnap a group of politicians and prosecutors. “Robur attacks” has a Combat value equal to a random card + 12. If it succeeds, it removes from game one Politician or Lawyer character of each corporation (at their choice). The controller of this threat receives 12 VP. TERROR!: Promised Land separatists sow chaos in the megacities with a wave of attacks. The Terror! has a Combat value equal to the sum of a random card +10. If it succeeds, it destroys, like the Giant Beast, a character or Robot and a building of each Corporation. It DESTROYS if not stopped. If it is, it gives VP 10 to the controller of the card. TRIUNVIRUS: Triunvirus, extradimensional beings, invade the Mecanisburgo plane possessing groups of citizens. The Triunvirus makes three attacks: the first has a Combat value equal to two random cards +5, the second attack equals two new random cards + 6, and the third, another two new random cards + 8. It SPREADS, if not stopped. If it is, it gives 15 VP to the faction who controls the card. The corporation (or corporations) facing Triunvirus will sum their points as usual: Combat points of the Leader + Supports of other agents in the area + Guts points of all of them + area bonuses + properties + peripherals + Action card. If the corporation exceeds the first attack, as all items and supports deployed in an area are valid during a whole confrontation, it only needs to draw the second Action card and sum the new points, to check the second attack; and the same thing with a third Action card, for the third attack. Only a corporation that has successfully passed three consecutive attacks stops the Triunvirus Threat. If a corporation does not exceed any of the attacks, it loses a character of its choice and withdraws at that time (it does not lose three agents). If no Corporation manages to stop the Triunvirus, it will have the three full attacks in the next turn.

MAJOR PROJECT CARDS (MP)

Major Project cards have horizontal design. They represent the greatest long-term goals of Megacorporations in their expansion and develop- ment. They are the new "Wonders" of the twenty-first century, the achievements which will remain in history and mark an era. Major Project cards have two parts: a) Requirements, which are in the red box. They must be met in order to buy a Major Project card. The Characters, Properties, or unspent Peripherals’ points can be summed only once per turn in the purchase of Major Projects. For example: If among all of our cards we gather 28 points for R & D, 20 Major Project (MP) points and 30 K, and we also have 1 Spacionave and 1 Laboratory, we could buy Anti-gravity + Antimatter (two cards), or Cronoscafo (one card), but not Cronoscafo and one of the other two be- cause we lack points or money (for Anti-gravity + Cronoscafo we lack 5 points of MP and 5K ; for Antimatter + Cronoscafo we lack 5 R & D points, 5 MP points and 5 K). When buying Major Projects the economic cost is paid only once.

b) Benefits provided by the card, which are in the green box. On the right is the minimum VP (Victory Points) that the Project gives. To the left the additional VP given if the corporation owns other cards (Properties, characters, Threats won by the Megacorporation), or markers (Spa- cionave, Minisub) which benefit from this project. These additional items do not need to be straight (not rotated) to be counted but they do re- quire not having any damage markers. The Major Projects’ Victory Points are counted in the end of the game or when making VP checks (ie. if there is a Corporate Threat in the game). Other benefits are received once per turn when the MP is rotated, following the properties activation’s rules, which are as follows:

-- Properties that require control of an area SHOULD be activated in that step. -- All Properties wanted to support confrontations (to give R & D or Combat points, bonuses to Characters or additional Opportunity cards), in the Properties Step activation (according initiative) of confrontation. -- Properties that give Major Projects (or unused properties that give R & D) points, in step Major Projects of the Final Phase. -- Properties allowing the regeneration of a character are activated in his death moment (except if he dies in a Threat’s attack). -- Properties giving initiative, in Initiative’s confrontation Step, unless another card amending the initiative has already been activated (only one card per zone is valid, and the first to be activated prevails). A faction with Initiative in a zone could use one of these properties to guarantee its Initiative in the zone. -- All unused properties can be rotated and used in the CONTROL Step or in the DISMISSALS AND CONTRACTS Step. Proyecto mecanisburgo INGLES INTERIORES pag. 17 a 24:Maquetación 1 11/11/2008 14:51 Página 7

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MAJOR PROJECTS ARE 16:

-ANTIGRAVEDAD (ANTI-GRAVITY). Discovery and control over the gravity force will revolutionize the world of transports and aerospace. Not counting the implications of advances in physics. -ANTIMATERIA (ANTIMATTER). Control over antimatter will change forever the concept of energy and will be the starting point for interstellar engines in space industry. -ATLANTIS. The discovery of the ancient Atlantean culture and its philosophical achievements will reshape forever the knowledge of world’s history. Not to mention access to countless submerged riches. -BARSOON MARTE 1 (BARSOON MARS 1). The most important Martian Base, and nucleus of a future city that will be the spearhead for the exploitation of the red planet and its resources. -CRONOSCAFO (CHRONOSCAPHE). The time travel dream. This technology allows Cronoscafo plunge into the currents of past times to observe, without altering, the events that happened and to obtain precise information about the past. -DIMENSION X (X DIMENSION). The discovery that there are other universes parallel to ours, and the ability to access them, mean an incalculable progress for all aspects of our civilization. -ELEVADOR ORBITAL CLARKE (CLARKE ORBITAL ELEVATOR). The most economical and effective way of transporting materials to orbit will allow the maximum development of space industry and colonization of the solar system. -I.S.S. KUBRIK. The first orbital station fully operational and capable of maintenance for more than two hundred people is an essential step in the assault on the space frontier. -LEMURIA. The discovery of technologically advanced civilizations in our remote past is something that has always fascinated humans. Lemuria is one of those inexhaustible sources of wealth. -MANA PLANCTON (PLAKTON MANNA). The plankton-Manna is the definitive solution against world hunger, one of the major calamities of the third world (we must not make notice of these unsustainable rumours about that proteins of the green cookies don’t come solely from seaweed). -MEKKA COLOSAL (COLOSSAL MEKKA). It is the final defensive machine. Driving a powerful robot with immense capacity for destruction is the dream of every Ministry of Defence and therefore of any ambitious Company. -MISION JUPITER (JUPITER MISSION). The exploit of the unlimited resources of Jupiter and its moons is one of the strongest investments in the medium term for any Megacorporation with aspirations. -NRGIA OSCURA (DARK NRGY). Nobody knows what it is yet and probably it is not cheap. But it means undiluted power, and that should suffice. -PANACEA. The ultimate panacea medicine will cure all diseases, and will open the door to health and wealth for its discoverers. -PROYECTO LAZARUS (LAZARUS PROJECT). What good is being mega-rich if you cannot enjoy it forever? The longevity treatments "Lazarus" is a very safe and recommended treatment for those who can afford it. -TEORÍA M (M THEORY). It is the big unified theory, resolving ALL the mysteries of the universe reduced to mathematics. Whoever masters the latest mystery will dominate everything.

SUMMARY TABLE OF MAJOR PROJECTS NAME REQUIREMENTS BENEFITS

R&D MP COST OTHER

Antigravedad 10 10 10 12 PV +2 VP per Technician

Antimateria 15 10 10 Spacionave 10 PV +2 VP per Criminal

Atlantis 10 10 15 Minisub 10 PV +2 VP per Minisub

Barsoon Marte 1 16 15 15 Spacionave 15 PV If rotated, gives an OP card

Cronoscafo 18 15 25 Laboratory 25 PV If rotated, gives Initiative in zone

Dimensión X 12 9 15 12PV +2 VP per Scientist

Elevador Orbital Clarke 18 15 25 25PV If rotated, gives an OP card

I.S.S. Kubrick 10 8 20 Spacionave 12 PV +2 VP per Pilot

Lemuria 10 12 20 Minisub 15 PV If rotated, gives 2 MP points

Maná Plancton 9 10 15 Minisub 12 PV +2 VP per Mutant

Mekka Colosal 15 8 20 12 PV If rotated, gives +3 Combat

Misión Jupiter 10 12 10 Spacionave 15 PV +2 VP per Spacionave Nrgia Oscura 15 15 20 15 PV +3 VP per Threat Panacea 16 12 20 Laboratory 20 PV If rotated gives 2 R&D points Proyecto Lazarus 16 12 20 Laboratory 20 PV If rotated, makes 1 Character immortal

Teoría M 18 10 10 10 PV +2 VP per Scientist Proyecto mecanisburgo INGLES INTERIORES pag. 17 a 24:Maquetación 1 11/11/2008 14:51 Página 8

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SPECIAL RULES FOR LESS THAN 4 PLAYERS

THREE PLAYERS: If there are three players, the Amenaza Corporativa 12 (Corporate Threat Zone 12) card must be removed from Victory Events deck. In addition, place a "Forbidden Zone" marker in zone 10 (Los Páramos/ The Moors), which is now outside the city. TWO PLAYERS: If there are two players, both Amenaza Corporativa 11 and 12 (Corporate Threat 11 & 12) cards must be removed from Victory Events deck. In addition, place a "Forbidden Zone" marker in Zones 8, 9 and 10 (Moreau Island, Anficirco and Los Páramos/ The Moors), which are now outside the city. OPTIONAL RULES:

VICTORY BY POINTS If players do not like too much the "surprises" that alternative systems of victory (as the Special Victories and the Victory Events) provide they may allocate 25 points to any "Special Victory" achieved before the Standard Victory, using these rules for the final count. BETS ON ANFICIRCO Experienced players may have an interest in testing a system of betting on the nights of Autocombat. Once determined the participants, all factions may bet 5K on either autowarrior to win. The first player notes bets, and collects them forming a fund that will be distributed equally between the factions that have bet on the winner. If no one bets on the winner, the money raised will fund a Jackpot for next Autocombat night. EXAMPLES / QUESTIONS

Q- CAN I SEND A CHARACTER WHO I GOT IN ZONE 1 (JUSTICE PALACE) AND HAS THE AUTOWARRIOR PROFESSION, TO THE AUTOCOMBAT IN ANFICIRCO IN THE SAME TURN? A-Yes, as long as you have placed him in the office at the time of receiving the card. When getting the Opportunity cards after controlling a zone, they can be placed immediately in a vacant area of office (and paying its cost if a property), or can be kept it in your hand until the final phase. But they cannot be played in any other time. Q-WHAT IF AFTER USING HIM IN THE AUTOCOMBAT, I DON’T PAY HIS SALARY IN THE PAYMENTS STEP OF FINAL PHASE? A- Surely the Autowarrior character will get very angry because the directive deceived him and he has "worked for free" in that turn, but he can do nothing, rather than leave the company (go to the discard pile). Q-IF I LOSE A CHARACTER BECAUSE OF A SEDUCTION OR TRIAL, AND I GET ANOTHER CHARACTER AND PUT HIM IN THE VACANCY BEFORE THE AGENT PAWN OF MY LOST CARD IS DISCOVERED, CAN I USE THIS NEW CHARACTER TO PERFORM THE CONFRONTATIONS WHEN THE PAWN IS DISCOVERED? A- Yes. We place the characters in the vacancies of the office as we get them from the board (unless we save them on hand for the Final Phase). Usually these vacancies have their Agent pawn beside them, and we can only send them to autocombat (which requires the Autowarrior’s pawn in the office, beside its card). But if the agent was deployed (ie: his pawn was on the board), the new character can pursue the mission that was entrusted to the previous one. Q- CAN AN ASSASSINATION BE ATTEMPTED IN AN AREA WHERE THERE IS A PEACEMAKER? A- Yes. Peacemaker prevents Combat between factions but not Assassination or any other action. If the Peacemaker himself is assassinated, and the Corporation with Initiative had declared Combat in the Initiative Step, when Peacemaker disappears, also does the obligation to change the type of confrontation to Negotiation. Q- IS THERE COMBAT IN LOS PARAMOS/ THE MOORS IF THERE IS A PEACEMAKER? A- Yes. The Attack of Los Páramos is like Threats’ attacks and it cannot be prevented by a Peacemaker.

CREDITS:

Concept and Design: Servando Carballar Heymann Development and rules: Servando Carballar, Marta Cervera Rules review: Guillermo Soria, Daniel Val, Ismael Contreras Further development: Daniel Val, Ismael Contreras, Guillermo Carballar Testing and ideas: Marta Cervera, Daniel Val, Ismael Contreras, Guillermo Carballar, Guillermo Soria, Pedro Valle, Sergio Miera, Adrián Lopez, Arturo Garcia, Jacobo Cagigal, Sergio Peris-Mencheta, David Lorrio, Carlos Santín Prototype designed by: Servando Carballar and Guillermo Carballar Graphic design: Adrian Lopez Illustrations: Victor Lopez and Carmen Heymann Additional illustrations: Kevlar and Eva Printing: Priority Soluciones Gráficas S.L. Based on the music and concept of "Mecanisburgo" AVIADOR DRO Additional information: www.genxgames.es www.mecanisburgo.com www.aviadordro.es