Structure cards are played during the Action Phase but are activated during the Yield Phase whenever their yield timers expire. There is currently no limit to how many Structures a player can have at a time.
Some structure cards have Abilities. These are helpful effects that allow that structure to synergize with other cards. Abilities have 2 Properties: While Active, or On Yield. These determine when the effects of the card are active.
Abilities do stack (apply multiple times if the player has copies of that card in play).
Structure cards contain a Type that allows for synergy effects, and a Rarity, which is a balancing feature that keeps the proportions of a card’s overall strength relative to the frequency of the card's appearance. Each rarity has 2-3 Styles. Styles alter the card’s stat ratio to be relative to the strength of its ability (e.g., a common card with an ability has a worse stat ratio than a common card with no ability). The proportions are set on the chart below using P:YT:I to represent that card’s Profit to Yield Time to Impact ratio.
NOTE: The P:YT:I ratio should be treated as a general rule, rather than law. Since card abilities (see below) do not have a mathematical property that can be easily assigned to determine their strength, cards with abilities may occasionally break from their P:YT:I as a balancing measure. Cards of this style are referred to as X Style.
| Rarity | P : YT : I | Ability Strength |
|---|---|---|
| Common Style 1 | 2 : 1 : 0.5 (Units) | None |
| Common Style 2 | 2 : 1 : 1 (Units) | Weak |
| Uncommon Style 1 | 2 : 1 : 0.5 | Weak |
| Uncommon Style 2 | 3 : 1 : 2 | None |
| Uncommon Style 3 | 3 : 2 : 1.5 | Strong |
| Rare Style 1 | 4 : 1 : 3 | None |
| Rare Style 2 | 3 : 1.5 : 2 | Strong |
| Rare Style 3 | 1 : 1 : -1 | None |
| [Rarity Style] X | X : X : X | Weak/Strong |
| Rarity | Copies of Card | Unique Cards Per Type | Total Cards |
|---|---|---|---|
| Common | 4 | 3 | 12 |
| Uncommon | 3 | 2 | 6 |
| Rare | 2 | 1 | 2 |
Note: In the chart below {braces} will be used to denote the “optimal” choice. This is to determine what a default AI would do with this card.
| ID# | Name | Type | Profit | Impact | Yield Time | Ability | Rarity | Qnt. |
|---|---|---|---|---|---|---|---|---|
| 1 | Pasture | Agriculture | 2 Units | 0.5 Units | 1 Round | None | Common 1 | 4 |
| 2 | Industrial Greenhouse | Agriculture | 6 Units | 2 Units | 3 Rounds | None | Common 1 | 4 |
| 3 | Processing Plant | Agriculture | 2 Units | 1 Unit | 1 Round | While Active, your pastures and Industrial Greenhouses provide +1 (units) profit each Yield, but Apply +0.5 Impact as well | Common 2 | 4 |
| 4 | Factory Farm | Agriculture | 0 Units | 1 Unit | 2 Round | On Yield, Gain 1 profit and and apply 1 Impact for every Agriculture card in play (All Players). | Uncommon X | 3 |
| 5 | Supermarket | Agriculture | 3 Units | 1.5 Units | 2 Round | On Yield, if you have at least 2 other Agriculture Structures built, this card Yields again. | Uncommon 3 | 3 |
| 6 | Fast Food Chain | Agriculture | 4 Units | 3 Units | 1 Round | None | Rare 1 | 2 |
| 7 | Tech Startup | Tech | 4 Units | 1 Unit | 2 Rounds | None | Common 1 | 4 |
| 8 | Energy Plant | Tech | 2 Units | 1 Units | 1 Round | On Yield, you may discard a card to draw a card. | ||
| {will search hand for a disfavored card, if found will discard one randomly.} | Common 2 | 4 | ||||||
| 9 | Assembly Plant | Tech | 4 Units | 2 Units | 2 Rounds | While Active, your Tech Structures provide +1 (units) profit each Yield, but Apply +1 Impact as well | Common 2 | 4 |
| 10 | Tech Store | Tech | 3 Units | 1.5 Units | 2 Round | While Active, whenever you draw a tech structure, gain 2 Profit and Apply 1 Impact. | Uncommon 3 | 3 |
| 11 | Crypto Servers | Tech | 6 Units | 3 Units | 2 Rounds | None | Uncommon 2 | 3 |
| 12 | Solar Panels | Tech | 1 Unit | -1 Units | 1 Rounds | None | Rare 3 | 2 |
| 13 | Gas Station | Automotive | 2 Units | 0.5 Units | 1 Round | None | Common 1 | 4 |
| 14 | Oil Rig | Automotive | 6 Units | 2 Units | 3 Rounds | None | Common 1 | 4 |
| 15 | Parking Garage | Automotive | 6 Units | 4 Units | 3 Rounds | Once per round, on Yield, you may destroy one of your structures, if you do, this card Yields Again. (You cannot choose this card.) | ||
| {if (owned structures) >/= 3, will choose a common or uncommon card at random, randomly breaking ties. Will not choose Junk Yard. If there are no valid structures, will choose not to destroy.} | Common X | 4 | ||||||
| 16 | Private Jet | Automotive | 0 Units | 2 Units | 2 Rounds | On Yield, choose one of your cards. Apply the Yield effects of that card. (Even if it already Yielded this round.) | ||
| {If owns Fracking Site, choose fracking site, otherwise, choose a structure with the longest Yield Time Remaining (not total time), randomly breaking ties.} | Uncommon X | 3 | ||||||
| 17 | Junk Yard | Automotive | 2 Units | 1 Unit | 1 Round | While Active, when one of your structures is destroyed, this card yields. | Uncommon X | 3 |
| 18 | Fracking Site | Automotive | 6 Units | 4 Units | 3 Rounds | On Yield, all Gas Station and Oil Rigs Yield. (All Players, Even If they already yielded this round.) | Rare 2 | 2 |
The 3 types of cards each wield self-contained synergies and strategies.
Automotive: Junk Yard, and Parking Structure contain a synergy, allowing the player to destroy their own structures to gain benefits. Additionally, Automotive Factory contains baked synergy with Gas Station and Parking Structure. Private Jet rounds the set together, as a jack-of-all-trades cloning card, though containing the worst profit-to-impact ratio in the game. This set takes on some of the strongest synergy effects but includes the highest impact, thus being a very risky set to use.
Tech: Tech structures feature a strong synergy between the Energy Plant and the Tech Store. This allows the player to develop a cycle strategy, gaining profits every time they draw a tech structure. The tech cards generally have some of the weakest abilities but contain high-scoring ratios.
Agriculture: Agriculture cards have the most baked synergy effects. Processing Plant increases the potency of Pastures and Industrial Greenhouses, and Factory Farm rewards huge bonuses to the player (and deals high impact) if the game is leaning agriculturally heavy.