IRON BRIDGE GORGE
INTRODUCTION
Card game for 2-4+ players.
Based on the growth of Industry in the Severn Gorge in England at
The beginning of the 1700’s.
The Birthplace of the Industrial Revolution.
Each player is an Ironmaster who controls a company in the region.
VICTORY
The player with the most Victory Points at the end of the game wins.
GAME END
The game ends after 25 Rounds.
ROUNDS
Each player gets one turn during a Round.
A Round is equivalent to 4 years.
THE DECK
Players share a common deck.
Each card represents a mine, workshop, patent, or infrastructure improvement.
Cards are also referred to as resources.
DICE
Six sided dice are needed.
VICTORY POINTS
Use Tokens to represent Victory Points (VP)
As you earn them, you put them in your victory pile.
MONEY
Use coins to represent money.
THE BANK
A pile of coins not owned by any player.
SETUP
Each player starts with 10 coins.
ROUND SEQUENCE
Each round is divided up into 7 steps:
1. Development Step
2. Event Step
3. Revenue Step
4. Initiative Step
5. Turn Step
6. Scoring Step
7. End Step
DEVELOPMENT STEP
Flip over the top X + 1D6 cards of the deck.
X = the number of players.
These are placed lined up, where everyone can see them.
These are called Opportunity cards.
If the deck runs out, shuffle the discard and draw from it.
EVENT STEP
Roll 1D6 once on the Event Table.
Events last the entire Round and affect all players.
Innovations last the remainder of the game and affect all players.
EVENT TABLE
Roll Event: Notes:
1 Nothing Nothing noteworthy occurs this Round
2 Worker Shortage All Revenues reduced by half this Round
3 Drought or Freeze Water Power Reduced; Blast Furnace generates no Revenue
4 Charcoal Shortage All Resources requiring Charcoal generate no Revenue
5 Flooding All Mines generate no Revenue
6 Innovation Roll on Innovation Table
INNOVATION TABLE
Roll Innovation: Notes:
1-2 Steam Pumping Engines Iron Mines +1 Revenue; Ignore Flooding Events
3-4 Reverberatory Furnace Works requiring Charcoal can now use Coke instead
5-6 Long Wall Mining Iron Mines +1 Revenue
If you reroll an Innovation already in existence, nothing happens.
REVENUE STEP
Each Resource produces a number of coins (from the Bank) equal to its Revenue value.
If you do not own a Requirement of a resource, you must pay an opponent that controls
That requirement 1 coin, or the Bank if no one owns it.
Example: You own a Pig Iron Blast Furnace. It produces 4 coin.
It requires Charcoal Maker, an Iron Ore Mine, and a Limestone Quarry.
You own a Charcoal Maker too, so you get to keep that coin.
You don’t, but both your opponents own Iron Ore Mines: You give one of them 1 coin.
No one owns a Limestone Quarry so you give the Bank 1 coin.
INITIATIVE STEP
Each player bids coins to see who goes first.
Highest bid gets the first turn in the Turn Step.
Other players get to go clockwise.
If tied, roll high on 1D6 to see who goes first.
All Bid money is lost.
TURN STEP
Each player gets a Turn in this Step.
See the Turn Sequence Section.
SCORING STEP
The player with the most Fuel Resources in play gets 2 VP
The player with the most Iron Resources in play gets 2 VP
The player with the most Transportation Resources in play gets 2 VP
The player with the most Clay Resources in play gets 1 VP
The player with the most Limestone Resources in play gets 1 VP
END STEP
Discard all remaining Opportunity cards.
TURN SEQUENCE
This describes a single players turn during Turn Step.
Each player gets a turn. A turn has 6 phases:
1. Decision Phase
2. Expansion Phase
3. Trade Phase
4. Build Phase
5. Bank Phase
6. End Phase
DECISION PHASE
Take any one card from the Opportunity Row, and put it in your hand.
EXPANSION PHASE
You may pay 10 coin to draw 1 card from the deck and put it in your hand
You may do this multiple times.
TRADE PHASE
You may trade with your opponents.
You may trade coins, cards in hand, resources in play, VP’s, and non-binding promises.
You may make multiple trades.
BUILD PHASE
You may pay 5 coin to put a card into play face-up in front of you.
Unskilled resources cost 3 coin.
Skilled resources cost 7 coin.
The card is now a resource and will generate revenue and other benefits.
You may do this multiple times.
If you have a Land Lease resource in play other resources cost 1 less to play.
BANK PHASE
If you have a Loan, you must pay the Bank 1 coin interest.
You may take a loan from the Bank for 10 coin.
(You may only have one such loan at a time)
You may pay back your loan.
You may sell Cards and Resources to the Bank for 5 coins each.
END PHASE
Max hand size is 5 cards. Discard excess cards.
CARD LIST NOTATION
F = Fuel
I = Iron
C = Clay
L = Limestone
T = Transportation
O = Other Industry
U = Unskilled Industry
S = Skilled Industry
Rev = Revenue
CARD LIST
Card Name: # Type Rev Requirements:
Coal Mine 4 F 1 None
Iron Ore Mine 4 I 1 None
Clay Mine 3U C 1 None
Limestone Quarry 4 L 1 None
Timber Yard 3 F 1 None
Charcoal Maker 4U F 2 Timber
Coke Maker 3U F 2 Coal
Pig Iron Blast Furnace 4 I 4 Charcoal, Iron Ore, Limestone
Quicklime Kilns 2U L 3 Limestone, Coal
Fertilizer Stockpiles 1U L 2 Quicklime
Stone Cutters 1 L 2 Limestone
Brick Works 2 C 3 Coal, Clay
Tile Works 1 C 3 Coal, Clay
Jackfield Pottery Works 2 C 3 Clay
Porcelain Works 2S C 4 Clay
Cast Iron Foundry 2 I 3 Pig Iron, Charcoal
Wrought Iron Forge 2S I 4 Pig Iron, Charcoal
Boring Mill 1S I 3 Pig Iron
Nail Maker 1U I 2 Wrought Iron
Chain Maker 1 I 3 Wrought Iron
Steam Engine Maker 1S O 4 Wrought Iron
Lead Smelter 1 O 2 Coal
Rope Maker 1S O 1 None
Bitumen Well 1U O 1 None
Farmland 3 O 1 None
Grain Mill 1 O 2 Farmland
Brewery 1 O 3 Farmland, Coke
Land Lease 2 O 1 None
Worker Cottages 2 O 1 None
Patents 2 O 1 None
Roads 1U T 1 None
Wagon Ways 1 T 1 None
Canals 1 T 1 None
River Trows 1 T 1 None
Iron Tub Boats 1 T 1 None
Inclined Planes 1 T 1 None
Tunnels 1S T 1 None
Iron Bridge 1 T 2 See Notes
NOTES
To build the Iron Bridge, you must have Wrought Iron Forge in play.
The Bridge costs 20 Coin and gives a one time award of 5 VP.
A Patents Resource gives you a one time award of 3 VP.
If you own a Workers Cottage, you are unaffected by Worker Shortages.
LINKS
Wikipedia