Contents

Structure Cards

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

Summary

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.

Action Cards