BARRAGE
2 - 4 players
Barrage is a resource management
strategic game in which players
compete to build their majestic dams,
raise them to increase their storing capacity,
and deliver all the potential power through
pressure tunnels connected to the energy
turbines of their powerhouses.
If you can scan the QR code above,
you can also see it on your mobile!
<Components>
Common Components
- 1 double sided map
- 1 management board
- 1 patent office board
- 7 executive officer tiles
(1 Anton Krylov's
special technology tiles)
- 1 energy track
- 15 advanced technology tiles
- 6 bonus tiles
- 6 objective tiles
- 10 starting setup tiles
- 45 private contract tiles
- 6 national contract tiles
- 8 headstream tiles
- 30 water drops
- hydroelectric credits
(24 of value 1
20 of value 3
15 of value 5)
- 3 neutral elevations
- 3 neutral bsaes
- 34 excavators
(24 of value 1
6 of value 3
4 of value 5)
- 26 concrete mixers
(16 of value 1
6 of value 3
4 of value 5)
[Excavators and Concrete Mixers
are referred to as Machineries]
Company Components
- 4 company boards
- 4 construction wheels
- 5 basic technology tiles
- 20 automa tiles
- 1 player aid
(for each of the 4 companies)
- 5 bases
(for each of the 4 companies)
- 5 elevations
(for each of the 4 companies)
- 5 conduits
(for each of the 4 companies)
- 4 powerhouses
(for each of the 4 companies)
- 1 turn order marker
(for each of the 4 companies)
- 1 energy marker
(for each of the 4 companies)
- 1 victory point marker
(for each of the 4 companies)
- 12 engineers
(for each of the 4 companies)
<Set up>
General Setup
Place the Map
in the center of the table.
The side with no icons is
recommended once you
have mastered the game.
Place the Energy Track and
the Management board next to
the Map as illustrated.
Place the Machineries
(Excavators and Concrete Mixers)
next to the Map to form the general supply.
Divided the Credits into their
different values and place them
in the general supply.
Place the Water Drops in
the general supply.
Shuffle the Headstream tiles and
randomly place 4 tiles face up
in the designated spaces on the Map.
Put the remaining tiles
back in the box.
Remove the Bonus tiles shown in
the Setup image and shuffle the others.
Randomly place 5 Bonus tiles
face-up in the designated spaces
of the Energy Track.
Shuffle all the Bonus tiles and
randomly place five of them
on the Energy track.
Put the remaining tiles back
in the box.
Shuffle the Objective tiles
and randomly place 1 Objective tile
in the designated space at
the end of the Energy Track.
Put the remaining tiles back
in the box.
Shuffle the National Contract tiles.
Pick a number of Contracts
equal to the number of players
minus one and place them
face-up in the designated spaces
on the Management board.
Put the remaining tiles
back in the box.
Divide the Private Contract tiles
according to their back.
Shuffle the three piles
separately and place them
face down in the designated
space on the Management board.
Pick the first two tiles from
each pile and place them face-up
next to their respective piles.
Divide the Neutral Dams Setup tiles
according to their backs,
then randomly draw one tile
from each pile.
Place the neutral Dams in
the building spaces of the basins
indicated on the tiles
you picked.
There is always a level 1 Dam
in the Mountains,
a level 2 Dam in the Hills
and a level 3 Dam in the Plains.
Place 1 Water Drop behind
each Neutral Dam.
Put all the starting setup tiles
back in the box.
Leave the Patent Office board
and all the Advanced Technology tiles
in the box.
You will not need them
for the introductory game.
Place the Patent Office board
next to the Map.
Divide the Advanced Technology tiles
according to their backs
and shuffle the three piles separately.
Place the three piles face down
in their corresponding spaces
on the left of the Patent Office board.
Pick the first three tiles
from the pile 'Ⅰ' and place them
face-up in the designated spaces
on the right of the board.
Introductory Player Setup
For the introductory game assign
the Company boards and
Executive Officer tiles to the players
according to the table below.
Place each Executive Office tile
on the left of the associated
Company board.
Each player receives
every component in the color
associated with their Company board
and a Construction Wheel which
must be placed next to their
Company board.
Each player receives 6 Credits,
6 Excavators and 4 Concrete Mixers.
Each player receives
the Starting Contract tile
matching their Company,
as shown on the table above.
Place the Turn Order markers
on the designated spaces
at the beginning of the Energy Track
according to the order
shown in the previous page table.
(In a 3-player game,
the 4th space in the turn order
will not be used.
In a 2-player game,
the 3rd and 4th spaces
will not be used.)
Place the Energy markers
in the starting space of
the Energy Track,
with the "30" icon face-down.
Place the Victory Point markers
in space number "10" on
the scoring track around the Map,
with the "100" icon face-down.
Player select their Company boards,
their Executive Officers and
their Starting Contracts.
The Turn Order markers
are placed in the opposite order
to that with which players selected.
Put the basic wild Technology tiles
back in the box.
They will not be used
in the full game.
<Game Progress>
The game is divided into
five rounds, each of which is
made of five phases to be played
in the following order.
1. Income and Headstreams
2. Actions
3. Water Flow
4. Scoring
5. End of Round
Income and Headstreams
This phase can be played
simultaneously by all players.
All players get the active income
on their Company boards.
Income is represented by the symbol "!".
The active income is illustrated
inside structures spaces
(there is a smaller reminder
above the same space).
In order to activate income
you must build structures.
When you build a structure,
you must take it from your
Company board from left to right.
By building the second Base,
Elevation and Conduit,
you will receive the first income
related to that element.
By building the fourth piece
of the same structure,
you will receive the second income
(more profitable than the first).
By building the fifth piece,
you will receive the third income.
The first two types of income
in each line are different
for each Company board.
The third income is the same
for all companies (7VPs).
Powerhouses do not provide income;
they boost the production of energy.
Place Water Drops on the Headstream
tiles according to the number
indicated on the tile for
the current round.
Each Headstream tile shows
a symbol indicating how many
Water Drops you must place
on that tile during the fist four rounds
(during the fifth and last round
Water Drops won't be placed on
the Headstream tiles during this phase).
These Water Drops will
start flowing on the Map
during the Water Flow Phase.
Actions
Players play their turns
one after the other following
the turn order indicated by the
Turn Order markers
on the Energy Track.
When it's your turn,
you MUST place Engineers
onto ONE free action space
in order to perform
the corresponding action.
Action spaces with a red outline
require a payment of 3 Credits
in order to place your
Engineers there.
Take the requested Engineers
from your personal supply.
If you don't have the amount
of Engineers (or the
additional Credits) in your supply
required by the action space,
you can't perform the corresponding action.
Furthermore, you cannot place Engineers
in an action space without performing
the corresponding action.
Your turn ends once you have
performed an action.
If it's your turn and you don't
have Engineers left in
your supply, you must pass.
The Actions Phase is over once
all players have passed.
There are different types of actions,
divided between the Company boards
and different sections of
the Management board.
Construction Action
There are four action spaces
on each Company board,
each connected to a construction action.
This action allows you
to build a structure.
All players have their own
action space
(they cannot be used by
any of the other players).
These spaces' requests increase
from let to right:
the more structures you build
during a round the more
Engineers you will need.
In order to perform
a construction action
you must follow these steps:
1) Place the request Engineers
in the first available action
space on your board starting
from the left.
If you place your Engineers
in the space with
a red outline you must
pay an additional
fee of 3 Credits.
2) Put the Technology tile
related to the structure
you want to build in the open
segment of your Construction Wheel.
Take the Technology tile
displaying the symbol of
the structure you want
to build (or the wild symbol)
from your supply.
If you have neither the Technology
tile of a given structure
nor a wild tile you cannot
build that structure.
3) Put the Machineries you
must use to build that structure
in the open segment of your
Construction Wheel,
below the tile you have
just placed.
Different costs are applied to
each structure
(for a detailed explanation
of construction costs).
If you don't have all
the required Machineries,
you cannot perform the
construction action.
4) Rotate your Construction Wheel
by one segment.
Move the Construction Wheel
clockwise, so that both
the Technology tile and
Machineries are shifted from
the open segment to
the next segment.
5) Place the structure place
on the Map.
Take the first corresponding
structure piece from the left
of your Company Board and
place it in one corresponding
available building space on the Map
(if you are building an Elevation,
place it over one of your
existing Dams).
If you build a Powerhouse or
a Base in a building space
with a red outlined icon,
you must pay 3 extra Credits.
Should you discover an income space
after building, you will immediately
receive that income bonus.
You will receive it again
during Income Phase.
You can build 4 types of structures.
Each structures has
a different function and
a different cost.
The Base
- It is used to create a Dam
that collects and holds
the water you will need
for production.
- It can be built in any available
building space with
the Base icon.
- It costs 3 Excavators if built
in the Plains area,
4 Excavators if built in the Hills
area and 5 Excavators
built in the Mountains area.
- If built in a building space
with a red outlined
icon it has an extra cost of
3 Credits.
- You cannot build two Bases
of the same color in
the same basin.
The Elevation
- It is used to increase
the amount of water
that a Dam can hold.
- It is always built over
a Base or another Elevation
belonging to your color
(there aren't building spaces
with the Elevation icon).
- It costs 2 Concrete Mixers
if built in the Plains area,
3 Concrete Mixers if built in
the Hills area and 4 Concrete Mixers
if built in the Mountains area.
- Do not pay 3 additional Credits
if you build it over
a building space with
a red outlined icon.
- There can never be more that
two Elevations on
the same Base
(a Dam's maximum level is three).
The Powerhouse
- It is used to activate
the production of energy.
- It can be built in any
available building space
with the Powerhouse icon.
- It costs 2 Concrete Mixers
plus 1 extra Concrete Mixer
for every Powerhouse you
have already built.
- If built in a building space
with a red outlined icon
it has an extra cost of 3 Credits.
- You cannot build two Powerhouses
of the same color in the same basin.
Machineries, Credits and
Technology tiles
- Excavators and Concrete Mixers
are unusual resources.
When you use them to build
a structure they are not
'spent' forever.
They are invested for a certain
amount of time on the
Construction Wheel until they
will be available again after
a complete rotation.
When you get a resource
(in any way), take it from
the general supply and add it
to your personal supply
(do not put it on the
Construction Wheel).
The Machineries you get are
immediately available to you.
- Credits are never placed on
the Construction Wheel.
When you spend them,
put them back in the general supply.
- There are five types of
Technology tiles,
one for building each of
the four structure pieces,
and one wild Technology
tile that can be used to build
any of the four structures.
All Technology tiles work in
the same way;
they stay on the Construction Wheel
until they return to the entry
space and are available again.
Management Actions
Place the required Engineers
in an available action
space of your choosing on
the Management board,
and immediately perform
the action corresponding
to that space.
The Management board
is shared by all the players,
meaning that players are in
competition with one another
to occupy the action spaces:
the first player to place
Engineers in an action space
makes this space unavailable
for all the other players for
the entire round
(except for the Bank).
Every Management action has
two spaces where you
can place your Engineers,
one on the left and one on the right
of the action symbol:
the action space on the right
costs more than the first,
but it gives you a second chance
to perform an action
if the first space is already occupied.
Both action spaces can be occupied
by the same player during
the same round.
Some actions have a cost
indicated in the action symbol.
This cost must be paid when
the Engineer is placed together
with any extra fee for spaces
with a red outline.
You must have all the required Credits
to be able to place your Engineer
in a given space.
You cannot place an Engineer
in a space if you cannot
perform the action.
The actions on the Management
board are divided into different
sections for each category
so that actions of the same type
with similar effects
are in the same area of the board.
Turbine Station
Whenever you see this symbol
you can activate a production,
eventually applying
the bonus or malus indicated by
the number in purple.
In order to be able to perform
a production action
you must have:
- At least one Water Drop
on a Dam of your color
or a neutral Dam:
- A Powerhouse of your color
already built on the Map:
- A Conduit (of any color)
which directly connects
the relevant Dam to
Your Powerhouse.
Take as many Water Drops
as you wish from the relevant
Dam and move them
along the Conduit to reach
your Powerhouse.
You'll immediately produce
a quantity of Energy Units
equal to the Conduit's production
value multiplied by
the number of Water Drops
you decided to move.
You can decide to move
any number of Water Drops
held in the Dam you are using.
If you are using
a Conduit belonging to
another player,
give that player 1 Credit for
each Water Drop you move.
That player will also score
1 Victory Point for
each Water Drop.
The various production action
spaces have different
energy bonuses:
once you have calculated
the total amount of produced energy,
you must apply the production
bonus/malus of the action
space you used.
You cannot perform
a production action
if the total amount of produced
Energy Units is less than 1.
Production Effects
Move your Energy marker
on the Energy Track by
a number of spaces equal to
the amount of Energy Units produced.
The Energy Track records
the total amount of
energy produced by
each player in the current round.
If you produce more than
30 Energy Units,
flip your Energy marker
showing the "30" symbol upwards,
go back to the beginning
of the track and continue scoring
(for Credits gain and Bonus tile
the activation, consider
your marker to be on
the "30" space).
If you have a Contract
in your supply with an energy
request less than or equal to
the amount of Energy Unit
you have produced,
you can fulfill that Contract.
You can immediately collect
the reward shown on
the Contract and turn it face-down,
but you cannot fulfill this Contract
again in this game.
You can fulfill only one
Contract, as a result of
a production action.
This means you cannot put
two production actions
together to fulfill a Contract,
and you cannot fulfill
two Contracts with one
production action even if
the amount of energy produced
would be enough to
fulfill both of them.
National Contracts
If you produce an energy value
more than or equal to
the amount of energy
required by an available
National Contract
you can directly fulfill
that Contract instead of
a Contract you own.
National Contract tiles
do not go into the players' supply,
but they can be fulfilled
by the first player producing
the amount of required Energy Units.
Take the National Contract tile
and put it face down
in your personal supply.
Water Management
Place 2 Water Drops
on one or two
Headstream tiles.
You can decided on
which Headstream tile
to place them and you can also
divide the Water Drops
between two headstreams.
You can even place only
one Water Drop,
if you wish.
These Water Drop
will only flow down
during the Water Flow Phase.
Place 1 Water Drop
on a Headstream tile.
The drop you have just
placed flows down
immediately following
the water flow rules.
You can decide on which
Headstream tile to place it.
There is no limit to
the number of Water Drop
which can be present on
a Headstream tile.
Bank
Take a number of Credits
equal to the number of
Engineers you placed in
this action space.
The Bank is a single action
space that works differently
from the others:
you can place here
any number of Engineers
in the Bank, even if
the space is already
occupied by their or
other players' Engineers.
Workshop
Rotate your Construction Wheel
by the number of segment
depicted in the action symbol.
If there is a cost depicted
in the action symbol,
pay that cost.
After each rotation of
the wheel (each segment)
you must immediately
take back any Machineries
or Technology tiles
that is back in the
open segment.
Machinery Shop
Pay the amount of Credits
indicated on the left side
of the action symbol
and receive the Machineries
indicated on the right side.
Take the Machineries from
the general supply and
place them in your personal
supply on your Executive Officer tile.
Contract Office
Take one available
Private Contract tile for free.
Pay 1 Credit and take two
available Private Contract tiles.
You can choose which
Contracts to take,
but only among those
face-up.
You cannot pick
National Contract tiles.
Place them face-up in
your personal supply next to
your board.
The picked Contract tiles
are replaced by
the tile on the top
of the corresponding pile
(so that there are always
2 contracts available for
each level), but only
at the end of your turn.
You cannot have more than
3 Contracts face-up
in your personal supply.
If, after performing
this action, you have more than
three Contracts in front of you,
you must immediately
discard them until
you have only three.
You care free to choose
which Contracts to discard.
Already fulfilled Contracts
(face down) are not counted.
Patent Office
Pay 5 Credits and take
the corresponding
Advanced Technology tile.
There are three action spaces,
each of which is associated
with a tile.
Take the tile and add it
to your personal supply:
it will become immediately
available during this round.
Advanced Technology tiles
allow you to build structures
in the same way as
the basic technology tiles,
but they have an
additional special effect
which is activated only
when you use them.
The picked tiles will be
replaced only at the
end of the round.
Water Flow
At the end of the Action Phase,
when all players have placed
all their Engineers,
the Water Flow Phase begins.
All the Water Drops
on the Headstream tiles
flow down according to
the normal rules,
following rivers and basins.
Water Drops are moved
one at a time filling
the Dams they flow into.
When a Dam is full
(the number of Water Drops
equal to the Dam's
maximum capacity,
that is, its level)
the next Water Drops flow past it.
The Water Flow Phase
is over once all
the Water Drops flow past it.
The Water Flow Phase
is over once all the
Water Drops have been
placed or removed,
if they have reached
the lower basin.
Scoring
The first player on the Energy Track
scores 6 Victory Points;
the second scores
2 Victory Points.
This bonus is warded only
to players who have produced
at least 1 Energy Unit.
In case of a tie
for the first position,
sum up both bonuses
(6 and 2 VPs)
and split them evenly
between all the players
who tied, rounded up.
Any other player
won't get the bonus for
the second position.
In case of a tie
for the second position,
all the players who tied
get 1 VP.
Gain Credits according to
your position on the Energy Track.
Take the amount of Credits
indicated by the Energy Track
space your marker has
reached or surpassed.
If your marker is on
the number "0" space,
then you will gain 3 Credits
but lose 3 Victory Points.
Score Victory Points
thanks to the Bonus tile
of the current round.
The Energy Track is divided into
five numbered sections,
one for each round
of the game.
The Bonus tile
of the current round is
the leftmost visible one.
For a detailed
explanation of all
the Bonus tiles.
Full Reward
: If your Energy Marker
is in the section related to
the current round (or further),
you will activated
the scoring of the Bonus tile.
Reduced Reward
: If your Energy Marker
is in a previous section
than the current round section,
you will activate
the scoring of the Bonus tile,
but you must reduce
the Bonus tile reward by
4 VPs for each section
your are behind.
Players can never lose
VPs from the Bonus tile scoring.
If the reduction you get
from being behind
the current section is
higher than the reward
you would get from
the Bonus tile,
you simply score no VPs.
No reward
: If your Energy Marker
is before the number "6"
space on the Energy Track,
you won't activate
the scoring of the Bonus tile.
Discard the Bonus tile
of the current round.
Remove from the game
the leftmost Bonus tile.
This will uncover a ~4 Vps
symbol to remind of
the VP reduction for
being behind on the Energy Track
when calculating
the Bonus tile reward.
If you remove the last
Bonus tile, the game ends.
End of Round
Update the turn order,
changing the position of
the Turn Order markers.
The player who produced
the least energy in
the current round becomes
the first player,
and so on.
If there is a tie in the amount of
energy produced by
two players then invert
the order of play
of the previous round.
Move all the Energy markers
back to the space
number "0" on the Energy Track.
All players take their
Engineers from action spaces
back in their personal supply.
If there are any Advanced
Technology tiles left on
the Patent Office board,
discard them by putting
them back in the box.
Take three new
Advanced Technology tiles
and place them face-up
in the designated spaces.
First, pick the tiles
from pile "Ⅰ";
when depleted, pick them
from pile "Ⅱ"
and finally from pile "Ⅲ ".
<How to Finish the Game>
The game ends
after the Scoring Phase of
the fifth round.
The final scoring then takes place.
Gain Victory Points
according to the Objective tile.
Each Objective tile
indicates a certain condition.
Determine the players'
classification according to
that condition.
The first player scores
15 Victory Points,
the second player scores
10 VPs and the third
player scores 5 VPs.
In case of a tie,
evenly divide the
Victory Points of the respective
tiers among the players
who tied
(round up if necessary).
Score Victory Points
for the resources you
have left available
in your personal supply.
Add the resources
(Excavators, Concrete Mixers,
Credits) together.
Score 1 Victory Point
for each Water Drop
held by your Personal Dams.
The player with the most
Victory Points wins.
In case of tie,
the player who produced
most Energy Units
during the last round
is the winner.
Social