Map specific rules
Australia does not have a single connected power network.
Only in the populated regions, mainly in the south east are several cities connected to each other.
Because of this, players may connect to any city for a generally higher connection cost.
Australia does not use uranium for their power production, but they do mine huge amounts of the material to sell to
other countries. This offers a completely new game element, even for experienced Power Grid players!
At the start of the game, the prices of resources begin at: coal 1 Elektro, oil 3 Elektro, garbage 4 Elektro.
In Step 1 and Step 2 of the game only the areas of the resource market for 1 to 8 Elektro are used.
There are no uranium spaces in the resource market. The uranium is sold in a separate uranium market in Australia.
At the start, all 12 spaces of the uranium market are filled with 1 uranium each.
Australia only has 5 regions. In games with 5 or 6 players you always play on the whole map.
With 2 to 4 players you may choose the matching number of regions in Australia, the
chosen regions do not need to be adjacent!
Before preparing the power plant deck, remove the nuclear power plant #17. Place the removed power plant back into the game box;
it is not used during the game.
Playing the game
Phase 2: Buying power plants
In Australia the nuclear power plants are considered uranium mines.
Instead of supplying cities with electricity, the players mine uranium and sell it at the uranium market.
The uranium mines are equivalent to the power plants and players buy them in the same auctions.
A player may buy a single card during each round - either a power plant or a uranium mine.
The uranium mines are not counted towards the limit of 3 power plants (4 power plants for 2 players).
In other words, a player may have up to 3 (4) power plants and any number of uranium mines.
The uranium mines are considered when determining the player order in Phase 1!
Addendum for the Robots expansion: The robot never buys uranium mines!
Phase 3: Buying resources
The players may only buy coal, oil and garbage. At the start of Step 3 the Australian government establishes CO2 Taxes.
All prices for the resources in the resource market increase by 2 Elektro.
Move the 6 cheapest resource tokens of each type in the resource market to the spaces in the areas for 9 and 10 Elektro.
The areas for 1 and 2 Elektro are not used for the remainder of the game.
Example: In Step 3 the cheapest resources cost at least 3 Elektro per piece.
The uranium tokens are only used to track the uranium prices. They are in either the uranium market or in a separate storage space next to this market. The players only move these
tokens in Phase 5: Bureaucracy.
Phase 4: Building
Players may connect any available city in the chosen game area to add to their networks.
A player either pays the specified connection costs between cities, which are printed on the
game board, or he pays the general connection costs of 20 Elektro, in addition to the building costs for the city.
The player may always choose the general connection cost, if this is
cheaper than the specified connection costs on the map or if there are no connections between the cities at all.
In other words: each city in Australia is connected with each other city for
a maximum general connection cost of 20 Elektro.
A player always marks all cities of his network on the scoring track!
A player follows all other rules when connecting a new city:
in Step 1 each city is only available for a single player etc.
The major cities Melbourne and Sydney each consist of 2 cities with a connection cost of zero Elektro.
A player may have a maximum of 1 house in each of the two cities.
Addendum for the Robots expansion: The robot follows its building rules and normally always chooses the cheapest connections.
He chooses the general connection cost of 20
Elektro plus the respective building costs of the city, if there are no cheaper connections.
The robot chooses a new city randomly. First, the players randomly choose one of the available regions.
Second, the players choose a random city in this region.
If all 7 cities are still available for the robot, the "last player" chooses a city to be unavailable to the robot. Then, the
players use all six colors to randomly choose the robot's city.
Phase 5: Bureaucracy
Besides getting money from powering the cities with electricity, the players also get money from their uranium mines.
In reverse player order, starting with the last player, each
player may sell the uranium from his mines to the uranium market. A player may decide not to sell his uranium.
Important: In contrast to getting money from powering cities, which players do not get at the end of the game,
players get money for selling uranium in the last round of the game.
If the player decides to sell uranium, each uranium mine produces an equal amount of uranium matching the number
of cities it normally powers with electricity.
The player multiplies this amount with the highest available number in the uranium market and gets that sum in Elektro.
Then, he places one uranium token per uranium mine (not per produced uranium) from the storage on the highest available spaces of the uranium market.
Afterwards, the next player sells his produced uranium for the new price and so on.
Example: Paul is the last player. He owns 2 uranium mines, #11 and #23,
which produce a total of 5 uranium. The current highest available price
is 4 Elektro at the uranium market. Paul takes 20 Elektro and places
2 uranium tokens from the storage on the 2 highest available prices of
the uranium market. The next player now only gets 3 Elektro for his
Afterwards, uranium markers are removed from the uranium market; this symbolizes the demand of other countries for uranium.
Starting on the cheapest spaces remove uranium
markers in accordance to the resource supply table on the last page and place them into the storage.
Finally, fill the resources on the resource market in accordance with the Australia resource supply table.
Using the new power plants with this map
2f-Spiele official endoursement of variant rules for the new power plant expansion deck.
Before preparing the power plant deck, remove the nuclear power plant #19. Place the removed power plant back into the game box, it is not used in the game.
Phase 5 - Bureaucracy
The #50 is an extra large uranium mine, so the owner of this mine places 2 uranium tokens on the uranium market.
Changes for Recharged Version
Recharged Version Rule Changes
These are the changes in the rules for the recharged version of Power Grid. Map specific recharge rules if any should be right above
under the heading "Changes for Recharged Version
Take the power plant cards with a plug on the back (numbered '03' to '15') and shuffle this pile. Afterwards, place power plants on
the power plant market as follows: Draw the top 8 cards and place them face up. Sort them in ascending order by their numbers.
Place those with the four smallest in the top row of the market (the current market) in ascending order, left to right.
Then place the remaining four in the bottom row (the future market) in ascending order, left to right.
Finally take one more power plant card with a plug on the back face down and set it aside.
Set aside the 'Step 3' card, then shuffle the power plant cards with a socket on the back (plants higher than '15').
Depending on the number of players, randomly remove some power plant cards with plugs and sockets on the back as follows:
2 players: 1 and 5; 3 players: 2 and 6; 4 players: 1 and 3; 5-6 players: none
Set these cards face down in the box, without looking at them.
Shuffle all remaining power plant cards together and place them as a stack face down next to the power plant market.
The plug on the back (if you have the recharged edition) tells players that the power plant on top of the stack is a weaker one.
Place the 'Step 3' card face down under the supply stack and take the power plant with
a plug on the back that had been set aside (from 8) and set it face-down on top of the supply stack.
For experienced Power Grid players: Default Starting Cities
After the players randomly determine the player order and chose the contiguous playing zone,
each player chooses a future starting city, in player order, and marks that temporarily with an uranium token.
Auction Power Plants
During Steps 1 and 2 do not remove the lowest power plant in the market if no one buys a power plant during this phase. Instead at the start of the
auction phase put some kind of a marker (the hammer token if you own the recharged edition of the game) on the lowest power plant.
The marked plant can be put up for bid with a minimum bid of just one (1) elektro.
If at the end of the auction phase no one buys the marked plant it is removed and a new plant is drawn from the deck.
As long as the marker is on the lowest power plant, the first time the players draw a replacement
power plant with a printed number lower than the printed number of the discounted power plant, the
players remove that newly drawn power plant from the game and remove the marker from the
smallest power plant. The players immediately draw another power plant to refill the power plant market.
Power plant(s) are no
longer removed from the market when players city count goes to or above a power plant number in the market.
This means that Step 3 can not be triggered during this phase anymore.
For experienced Power Grid players: Default Starting Cities
When the players start to build their networks (in the first or later rounds), they must pick any one of the marked starting cities;
they do not need to pick the city which they initially chose at game start.
They exchange the uranium token with one of their houses and return the uranium token to the supply.
Except as starting cities, the players cannot connect to these cities in 'Step 1'.