OBJECT OF THE GAME GAME COMPONENTS
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1 Welcome to The City. A recent economic downturn has shifted the employment landscape from steady fulltime occupations to shortterm, parttime, and contract work. With so many skilled workers searching for a decent job... actually, any job... a new opportunity lies in your path. You have recently opened a new temporary employment agency to help place struggling workers in contract jobs. Find workers, upgrade their skills, and Sounds easy in this economy, right? Unfortunately, you re not the only entrepreneur in The City to have the exact same idea! It s a competitive race for both money and reputation as you manoeuvre your workers to the front of the employment line to claim Will you dominate The City s temp agency scene, or join the ranks of the underemployed? OBJECT OF THE GAME As a player in the Worker Placement game, you assume the role of a temporary employment agency CEO who is trying to build your startup business into a thriving operation. The path to success seems simple enough: hire unemployed temp workers, help At the end of the game, the company that has earned the most money is declared the winner and becomes the dominant temp agency in The City! GAME COMPONENTS The CiTy Board This game board is where all the action happens in Worker Placement. Within The City are: buildings where employees can visit during each round to obtain Skills, take Jobs, earn reputation Thumbs, play cards, or discard and redraw cards The Peer Networking Group for bidding on discarded cards Number/score tracks for game rounds, player order, income (Cash), and company reputation (Thumbs) Area for draw and discard piles for cards and Job cards s cards ( Worker, Skill, Management) Job cards Player Order cards Wooden skill CuBes Clerical Skill cubes (red) Labour Skill cubes (yellow) Tech Skill cubes (black) Life Skill cubes (green) Wooden Player Tokens ( Coloured sets) employee worker tokens (called meeples) Cash tokens Thumb tokens Sample s Clerical Miss Johnson hourglass Token (To TraCk rounds) Employee Meeples skills: The executive assistant to a CEO in a large corporation before the recession, Miss J is eager to return to work. Worker Skill Virtual Gold Farmer Job Labour Tech Life Skill Cubes Cash Token Management Player Order Thumbs Token You are still dealt a Player Order card next round, but automatically claim Position on the Player Order. Skill The multicoloured Skill cube with three question marks is a wild Skill, and represents any Skill of the player s choice Hourglass Token
2 PREPARING TO PLAY Place game board of The City in the centre of the table. Sort the four Skill cubes into their respective piles and place them beside the playing area. Place the Hourglass token on the round space of the Time. Remove from the small deck of Player Order cards any card number that exceeds the number of players in the game. For example, in a threeplayer game, remove the cards labelled and (keeping cards,, and ). in front of them for future play. Place the wooden Cash token for each player on the $ space of the Cash. Place the wooden Thumbs token for each player on the space of the Thumbs. Player Cash tokens Space $ Player Long Standard Play + DRAW Fill A Job Cash Hourglass token Round Short Convert into Auction Discarded s Discard & Draw Skill cubes Time THE CITY Player Order DRAW DISCARD Last Bid First Bid Thumbs Player Player PLAYING THE GAME Before gameplay begins, all players collectively decide how many rounds of Worker Placement they will play before the winner is determined: for a shorter game, for the standard game, and for a longer game. The game proceeds through the following six Actions each round: Action : Determine Player Order Action : Reveal New Jobs Action : Draft s Action : Auction Discarded s Action : Place Workers Action : Reset ACTION : DETERMINE PLAYER ORDER Thumbs tokens Space Deal one random Player Order card to each player. Players add the numbers on their cards to their number positions on the Thumbs and compare the resulting total to those of the other players. The player with the highest sum places one of his or her three meeples on the Player Order in position. The player with the second highest total number then places a meeple on position. This process continues in descending order until all players have placed one meeple on the track. To break ties, a player with a higher position on the Thumbs is placed before one with a lower position. Note that spaces on the track are reserved for use with the Cash is King expansion pack. Set aside the Player Order cards until they are needed to determine order in the next round.
3 ACTION : REVEAL NEW JOBS one card for each player (but always a minimum of four cards) face up at the top edge of the game board at the orange triangles at the Job Centre building. (The blue triangle positions are reserved for use with the Cash is King expansion pack.) These revealed cards are the Jobs the workers can card of the remaining deck face up, giving a sneak peek of one of the Jobs Deal Job cards to Flopper for world championship tournament Leave top Job card face up on the deck In subsequent game rounds, one or more Job cards may have gone These existing Jobs are not replaced by new Jobs, and so fewer new Job and biarre seeks hard worker with and other unbelievable attractions. ~ Cooler must remain celibate and miserable. If the Job deck is ever depleted, no further new Jobs are available. Play continues until the game is over, but this Action is skipped in each remaining round. ACTION : DRAFT BUSINESS CARDS Deal three cards to every player, beginning with the player in position on the Player Order. Each player simultaneously selects one of the three cards to add to his or her hand, passes one of the cards Peer Networking Group building on the game board. If at any time all the those discarded cards as the card draw deck. In a twoplayer game, deal one additional card directly to the Peer Networking Group, ensuring there are always a minimum of three cards located at the building at the end of this action. Long Pass card to player on left Play Place card at the Peer Networking Group ACTION : AUCTION DISCARDED BUSINESS CARDS Randomly select three cards from all the cards placed on the Peer Networking Group building during Action, and move the remaining cards to the card discard pile. Place the three cards face up at the building so all players can see which cards are now up for auction. Add card to hand For variety, consider alternating the passing direction each round (left, then right, then left, etc.) The Peer Networking Group building has eight bidding spaces for the,,,. The spaces represent the amount of Cash the player is willing to exchange for any one of the three cards, with the higherbidding players selecting a card before the lowerbidding players. Bidding begins with the player in position on the Player Order and proceeds in ascending order until the player in the last position. Each player may pass or bid. To bid on one of the cards, the player places one of his or her meeples on any of the unoccupied bidding spaces. If only one or two players placed meeples to bid and everyone else passed, only those one or two bidders have the option of each placing a second bid with another meeple in ascending player order once again. No players are allowed to bid for a third time. Once bidding is complete, the player who placed a bid in the space closest to the right (one of the highest bid amounts) selects one of the three cards at the Peer Networking Group to add to his or her hand and reduces his or her position on the Cash by a number of spaces equal to the bid amount. Last Bid...and place your bid with your meeple First Bid Place discarded Thumbs s in auction spaces...
4 The player who bid in the second closest space to the right (the second highest bid amount) then does the same with the two bids were made, the extra cards that were not selected during the auction are moved to the card discard pile. At the end of the auction, players return their bidding meeples to their respective Reserve Areas. Bids that were not one of the top three are unsuccessful and the players who made those bids do not gain any cards nor lose any Cash. Note that players may not place bids if they do not have the Cash to pay for the card(s) should their bids be successful. Place a worker meeple from your Reserve Area onto a building Reduce your Cash position if necessary Long Standard Short ~ ACTION : PLACE WORKERS Beginning with the player in position on the Player Order and proceeding in ascending order, players take turns placing their workers on the game board. Players take one meeple from their Reserve Areas and place it on any of the game board buildings except the Peer Networking Group. The player immediately must reduce his or her Cash position by a number of spaces equal to the number of meeples already at the at the building each round, or for placements at the Call Centre, Casino, or Job Centre buildings since they can provided by the buildings are outlined later in the rules (see pages ). A player may only place one meeple at a time, and must wait until play comes back to him or her before placing another meeple. All players continue the worker placement until all three of their meeples have been placed were taken from the Reserve Area while the third and the third meeple is the last worker placement, the meeple is no longer needed to mark the play order). ~ A meeple cannot select and occupy a building space without the player paying the Cash cost above and taking Special rules apply when placing meeples at the Job Centre. See the section on Filling Jobs (page ). Return meeples back to Reserve Area for next round Advance Hourglass space Long Standard ACTION : RESET The game round is now over. Players return their meeple tokens currently on the game board buildings back to their respective Reserve Areas and repeat Actions in the next round. Advance the Hourglass token one space on the Time (in which case the game is now over; see page ). Short Note About Cash and Thumbs s A player can never initiate any action that would reduce his or her position on either the Cash or Thumbs s below (such as sending a meeple to the Call Centre while currently on position of the Thumbs ). An opponent may initiate such an action for example, playing a Management card that steals Cash from a target player who is only at position on the Cash but the token stops at position and cannot go into negatives (the remaining penalty/effect is simply ignored).
5 FILLING JOBS Filling Jobs currently available at the Job Centre building with Workers and Skills is at the heart of the game. A player can only the player must be able to match or exceed the Skills required on the Job card using any combination of: Skills listed on the one a Job. A player with multiple Worker cards in his or her hand may place more than one meeple on the Job Centre building in a requirements. Unlike most other building spaces, players are not penalised with Cash reductions for placing the second, or third, or fourth, etc. meeple at the Job Centre in a single round. Finally, the Cash and Thumbs that the Job provides are awarded to the player before the game continues with the next player. If number at the end of the game. Clerical Skill, and one Labour Skill. Oliver has a Worker card in his hand (Gunther Klaus) that provides one Clerical and one Life Skill. He also has one Labour Skill card in his hand. When combined with the two Tech Skill cubes Oliver has in his Reserve Area, Oliver ensures to the supply. He moves the Board Designer Job card from the Job Centre to his Reserve Area, and increases his position along Thumbs by one space. His turn now complete, play continues with the person in the next Player Order position. Klaus Worker card (with one Clerical and one Life Skill) in his hand but instead had the Jaques Mondieux Worker card (with two completely unrelated to their base knowledge set... THE JOB... PLAYER HAS... Requires of these Skills A Worker with of the required Job Skills...plus Labour Skill card Tech Skills...and each of these Skills the internet for fan reaction upon experience a plus. Best job ever. Clerical Skill *required Life Skill *not required Gunther Klaus skills: Recently ejected from a oncepeaceful dinosaur dig deep within the heart of the Canadian Prairies, Gunther hopes to revisit the field soon. Clerical Skill Labour Skill Player Gains and...and Tech Skill cubes in his Reserve Area
6 RESOURCE BUILDINGS x x Time THE CITY COLLEGE THE CITY The player takes one red Clerical Skill cube from supply and places it in his or her Reserve Area. The player takes one green Life Skill cube from supply and places it in his or her Reserve Area. x Convert into REC CENTRE TRADE SCHOOL The player takes one yellow Labour Skill cube from supply and places it in his or her Reserve Area. x LIFE COACH The player returns any one Skill cube from his or her Reserve Area back to the supply and replaces it with any two Skill cubes of choice from the supply. Standard x Short HACKERS CLUB The player takes one black Tech Skill cube from supply and places it in his or her Reserve Area. HEALTH SPA x The player advances two spaces on the Thumbs.
7 SPECIAL BUILDINGS + DRAW Cash Fill A Job CALL CENTRE x + JOB CENTRE located at the top edge of the game board at the Job Centre building. See the Filling Jobs section (page ) for additional details. Unlike most other building spaces, multiple meeples may be placed at the Job Centre each round until no more The player advances two spaces on the Cash, but goes back one space on the Thumbs. Unlike most other building spaces, any number of meeples may be placed at the Call Centre each round (no Cash reduction for any player). Play reduction for any player). Auction Discarded s Last Bid x CAREER CONSULTANTS The player plays one Management card from his or her hand and follows the instructions. First Bid PEER NETWORKING GROUP Players bid on cards placed at this building during Action : Auction Discarded s (see page for details). Meeples cannot be placed at the Peer Networking Group during Action : Place Workers. Discard & Draw CASINO The player discards any number of cards from his or her hand and replaces them with an equal number of new ones from the card draw pile. Unlike most other building spaces, any number of meeples may be placed at the Casino each round (no Cash reduction for any player).
8 END OF THE GAME Once all rounds of the game are complete (,, or as determined before play began), the player (or players) furthest along the Thumbs gains bonus Cash equal to the number of players in the game. Additionally, each player is awarded one Cash The player with the most amount of Cash is the winner and becomes the dominant temp agency CEO in The City! Use the position necessary (lower is better). WORKER PLACEMENT ROUND SUMMARY action : determine Player order Player Order card + Thumbs position = position on the Player Order. action : reveal new JoBs Deal one Job card for each player (minimum four cards) face up at the game board edge at the Job Centre building. action : draft s Deal three cards to each player who then each selects one card to add to face down on the Peer Networking Group building. action : auction dised s Place face up three randomly select cards from those at the Peer continuing along the Player Order, each player may pass or bid. Players with the top three bids select, in order, one of the cards up for auction and adds it to their hands, reducing their positions on the Cash equal to their bids. Discard unselected cards. action : PlaCe Workers Following the Player Order, players take turns placing one meeple at a time action : reset Players reclaim placed meeples. Advance the Hourglass token one space on the Time their hands. designer: Mark MacKinnon GraPhiC design and illustrations: Steve Mills PlayTesTers: Penn Davies, John Elliott, Valerie Elliott, Michael Evans, Sean D. Evans, Kara Kime, Oliver Kutnik, Andrew Lafterty, Alisha Leeking, Paul Leeking, Karen McLarney, PuBlishinG ParTners: H. Tyrone Boyd Dyskami Publishing Company. WORKER PLACEMENT is a trademark of Dyskami Publishing Company. All Rights Reserved. Version.. First printing August PO Box Clair Road W. Guelph, ON, Canada, NL A info@dyskami.ca
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