Power Grid is a popular control board game in which participant compete to purchasepower plant , amplify their magnate networks into city , then buy enough lifelike resource to power those cities . It merge an economic system that imitate supply and demand with an vendue daily round that oppose players against each other as they attempt to purchase the recent powerfulness plant technology .
The game was originally create in Germany under the name Funkenschlag . In the original personification , Funkenschlag was acrayon game : The connection between the city were n’t fixed – players pull them in with wax crayon , which could be wiped off the plug-in when the secret plan was over . The 2nd edition of Funkenschlag remove the crayon mechanic ( made famed by the Empire Builder series of railway line game , among others ) and replaced it with fixed link between cities . When Funkenschlag was accommodate and translated to English via U.S. publisher Rio Grande Games , it got a raw name : Power Grid . While the canonical reading come with a two - sided board depicting the U.S. and Germany , there are expansions and outside versions available that depict Italy , Japan , Central Europe , Korea and other nations or regions [ source : Rio Grande Games ] .
While Power Grid is a fun biz that creates many interesting competitive situations , it ’s also a very effective educational biz . tike who play Power Grid will hear about introductory economic principle and environmental event , and theirmathskills will get a serious workout .
If you need to know how to act Power Grid – and better yet , how to get ahead – you ’ve add up to the right place . We ’ll start on the next page with the rules .
Power Grid Game Rules
The destination of Power Grid is to extend your power connection into a fixed figure of metropolis ( usually 17 ) and then power more city than any other participant . The game is design for three to six players – Power Grid does n’t really work as a two player game , so check that to invite some friends over . The game scale utterly to the telephone number of players by simply deoxidize the issue of map sections used .
The secret plan panel evidence a nation ( either the U.S. or Germany in the basic U.S. reading , depending on which side you choose ) part into six region describe by color . metropolis on the map have three spaces for players to lay colored wooden houses that show control condition of that metropolis , plus connecter between cities , each marked by a number which shows the cost for connect cities along that route . Other tokens on the board representresources used to generate power .
Each turn is divided into a series of phases in which all players pretend . The order the instrumentalist take in each phase is determine by the number of cities they control , and is pose up to make a disadvantage to whichever player is in the leash . This natural handicapping mechanic go along game pretty closemouthed . Determining player fiat is really the first phase angle of a turning .
The second phase is the auction phase angle . card depicting various power plants are arrayed on the table . player take turns conjure on these tycoon plants , which dissent by the amount of power they bring forth and the material they devour to do so . At the beginning of the game , the power plants will be very inefficient , but as the plot goes on , more sophisticated plants will show up on the auction market . For good example , an other plant might consume two coal resources to power two urban center . A ulterior plant might consume three oil resources , but power six cities . malarky - power plant power metropolis without consuming any resources .
The third phase allows role player to buy the resources that they will later utilize to power their plants . There are four resource character : coal , oil , drivel and uranium . The useable resources are arrayed on the board on a market that shows their prices . As player bribe resources , any continue resource of that type will cost more ( effectively modeling supplying and demand ) .
form four is the city purchasing phase . Players really purchase access to each city to expand their major power meshwork . At first , only one player can build into a city , and it costs 10 Elektro ( the game ’s up-to-dateness ) to get at a city . There is also a connection fee for bridge the aloofness between cities , which varies from city to urban center . Later in the game , a second and third actor will be capable to move into the galvanizing market within a given city , but it costs more : 15 Elektro for the second connexion , 20 for the third .
In the fifth form , instrumentalist will expend the resources they purchased to power the cities they own . The number of urban center power determines how much a thespian earns to use for the next turn ’s batch of auctions , imagination purchasing and metropolis purchasing . This is also a fair - up phase . resource are added to the grocery store in secure amounts , and certain major power plants are removed from the auction bridge market to make trusted it does n’t get dead and keep new technology locomote into the market [ seed : Rio Grande Games ] .
In the next section , we ’ll blab strategy , with tips on how to come out on top when you play Power Grid .
Power Grid Game Strategy
The most basic strategy in Power Grid is a balanced coming . You wantpower plantsthat can power as many cities as possible using as few resource as possible . You also require the resource to power your plant . in the end , you have to have cities to power . If you have plants that can power 11 metropolis , but you only control six , you wo n’t be able to empty the maximal amount of money each number . Similarly , if you buy accession to 10 cities but your plants can only power four of them , you ’ve wasted some of your Elektro .
However , particularly in games with four or more players , an aggressive disturbed strategy can be effective . As the game goes on , access to cities becomes more and more expensive , and finally player will be block out of cities entirely . If you purchase many cities early in the secret plan , you ’ll pass less on them and force other musician to expend more . control a lot of metropolis also commit you some say on when the game ends . The last crook fall out whenever anyone controls his or her 17th city , so you may trigger this when you ’re in a place to gain the game .
Later in the biz , magnate plants run to practice more resources , so resource naturally become more scarce and expensive . player have a limited ability to store supernumerary resources , so it is hard to " corner the mart " on a resource and unnaturally cook its price . Multiple instrumentalist can collude todrive up the toll of a particular imagination , or even buy out the entire stock . This can cripple a player who start last during the imagination buying phase angle ( typically whichever histrion leads at the fourth dimension ) .
The world power industrial plant auction phase is crucial . twist - powered plant life are highly sought - after and may be deserving a exchange premium price , but do n’t get carried out by a bid warfare . They will often deal for slenderly more than the amount of Elektro they would earn in a single turn . The most important matter to think back about the auctions is to annul resourcefulness competition . If you acknowledge that no other histrion are using scraps - power plants , purchase one of those and you may get the garbage resource at a cheaper price . check that your own plant use various resources , too . You do n’t want to contend against yourself for resources .
Most importantly , keep an eye on the numbers . As someone pay back close to controlling 17 cities , you need to make certain you ’ve got enough resource to go for the profits . Take a look at your opponents ' power plant life and check how many cities they can power . This will determine all important previous - game power works and imagination purchases . The last two or three turns , thing can get pretty trim back - pharynx around the Power Grid table !