Cards & Components
Algae, Inc. appendix: every component with its picture, all 36 contract cards by department, all 15 milestone tiles (both sides) and the full iconography.
Boards
Department components
Each department board shows its machines, stations and conveyor belts. A machine may activate only if an input station on its left has an algae cube at the start; once activated, each move spends one capacity, and the same cube can move multiple times. Monday movement is not a machine activation, so it does not use conveyor upgrades, secondary belts or make byproducts (FAQ, FAQ, FAQ). Each of the four departments has, marked on the back with its icon:
| Picture | Description |
|---|---|
![]() | Count: 1 department board; What it is for: Your factory and its machine input stations. Machine activations require at least one input cube at the start; moving the same cube again still uses another move (FAQ, FAQ). On Cosmetics, the conveyor upgrade gives two extra moves in the next machine on main belts only. During a normal Biofuel Machine C activation, moves can instead raise cube quality on vertical belts, and energy can move additional cubes vertically (FAQ, FAQ). Department board |
![]() | Count: 1 side board; What it is for: Exports, science grid, contracts. Side board |
![]() | Count: 11 engineering tiles; What it is for: Machine capacity and conveyor upgrades. L-shaped belts do not require the square capacity tile. Conveyor upgrades trigger on machine activations, not Monday movement (FAQ, FAQ). |
![]() | Count: 11–13 science tiles; What it is for: Cover upgrades on your board until removed. Minimum science costs are a floor, not an extra charge; two-section tiles use the higher cost. A removed blank tile still goes into your grid at its placement cost (FAQ, FAQ, FAQ, FAQ). |
![]() | Count: 4 combo tiles; What it is for: Engineering side first, then a science tile. |
![]() | Count: 9 contract cards; What it is for: Contract cards. Contract exports combine cubes for one city; a cube cannot be split across cities. Market-value tokens add +1 to the whole delivery regardless of cube count, and can make a value-0 cube exportable (FAQ, FAQ, FAQ). |
![]() | Count: 10 export/2x tiles; What it is for: Income, or a second action. |
And in each player colour: 1 supervisor, 1 VP disk, 10 export disks, 10 milestone markers, 1 science marker and 1 energy marker. At setup, choose contract cards and science-inlay sides simultaneously; the department guides show the already-drafted starting staff (FAQ, FAQ). Four double-sided science inlays can replace the printed science grid once you know the game: each player picks a side and places theirs in the side board.
| Picture | Description |
|---|---|
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Cards
Contract cards
Each department’s 9 cards. Each card has three parts; you show one ability, one contract export and one end-of-the-month scoring, from three different cards. “Recruited” never counts the staff printed on your board. For end-of-month scoring, multiply the listed VP by every item that meets the condition. For exports, the exact cube values and token boosts must meet the requirement; an export’s cubes go to one city together, and a market-value token adds 1 to that city’s total. Food cubes can be split among different cities, so you need not export all of one type at once (FAQ, FAQ, FAQ).
Biofuel contracts
| Picture | Description |
|---|---|
![]() | №: 1; End of the month: 1 VP per built engineering tile on your board; Contract export: Market value exactly 3 → 4 VP, €3; Permanent ability: When activating engineers, you may use your scientists as engineers instead |
![]() | №: 2; End of the month: 3 VP per built (flipped) combo tile in your grid; Contract export: Exactly 2 cubes of value exactly 3 → 8 VP, €6; Permanent ability: Each flipped combo tile you build with scientists lets you also build one science tile free (bonuses of both) |
![]() | №: 3; End of the month: 1 VP per built science tile (not combo); Contract export: Your 4th disk, after exactly 3 exports, any cube → 4 VP, €2; Permanent ability: Each time you are first to a milestone, gain 2 science |
![]() | №: 4; End of the month: 2 VP per different demand value among your cities; Contract export: Exactly 3 cubes of value exactly 2 → 8 VP, €6; Permanent ability: Exporting to unoccupied cities needs 1 less market value |
![]() | №: 5; End of the month: 3 VP per demand-4 city you exported to; Contract export: Your 5th disk, after exactly 4 exports, any cube → 4 VP, €3; Permanent ability: You may export cubes from Station 2, worth 1 each |
![]() | №: 6; End of the month: 1 VP per city you exported to; Contract export: Exactly 4 cubes of value exactly 1 → 6 VP, €4; Permanent ability: Each operator activation may start with a refining at normal cost |
![]() | №: 7; End of the month: 2 VP per recruited engineer; Contract export: Your 6th disk, after exactly 5 exports, any cube → 4 VP, €4; Permanent ability: Any machine activation may be any machine; any team activation any team; choice tokens count as any resource |
![]() | №: 8; End of the month: 2 VP per recruited operator; Contract export: One cube each of value 1, 2 and 3 → 8 VP, €6; Permanent ability: Choose which weekend and end-of-month bonuses you take, wherever your supervisor is |
![]() | №: 9; End of the month: 1 VP per recruited staff member; Contract export: Your 7th disk, after exactly 6 exports, any cube → 4 VP, €5; Permanent ability: Recruiting your 3rd extra member of a team gives a team upgrade of your choice |
Bioplastics contracts
| Picture | Description |
|---|---|
![]() | №: 1; End of the month: 1 VP per built engineering tile; Contract export: Market value exactly 3 → 4 VP, €3; Permanent ability: After each machine activation, gain 1 freelance engineer |
![]() | №: 2; End of the month: 3 VP per built combo tile; Contract export: Exactly 2 cubes of value exactly 3 → 8 VP, €6; Permanent ability: A combo tile removed by engineers may be built at once (normal cost, bonuses) |
![]() | №: 3; End of the month: 2 VP per milestone colour you reached at least once; Contract export: Market value exactly 4 → 5 VP, €4; Permanent ability: Moving 1–2 cubes between the cup and bag lines (Machine B secondary belt) gives 1 market value token each |
![]() | №: 4; End of the month: 3 VP per demand-4 city; Contract export: Your 5th disk, after exactly 4 exports, any cube → 4 VP, €3; Permanent ability: €1 whenever another player exports to a city holding your disk (€2 in a 2-player game) |
![]() | №: 5; End of the month: 4 VP per demand-6 city; Contract export: Market value exactly 5 → 6 VP, €5; Permanent ability: Transport anywhere on the map for at most €2 |
![]() | №: 6; End of the month: 1 VP per city; Contract export: Exactly 4 cubes of value exactly 1 → 6 VP, €4; Permanent ability: Exchange resources and choice tokens 1 for 1 (wild still 3 for 1). You may make several exchanges while paying a cost; without a cost, you cannot exchange away science that would exceed its 10-point cap (FAQ, FAQ). |
![]() | №: 7; End of the month: 2 VP per recruited scientist; Contract export: Market value exactly 6 → 7 VP, €6; Permanent ability: When activating scientists, you may use your operators as scientists instead |
![]() | №: 8; End of the month: 2 VP per recruited operator; Contract export: One cube each of value 1, 2 and 3 → 8 VP, €6; Permanent ability: Delivering more market value than a city’s demand gives 1 market value token and €1. For this export, start with three cubes and spend market-value tokens to raise two by a total of 3 (for example, +1 and +2) (FAQ). |
![]() | №: 9; End of the month: 1 VP per recruited staff member; Contract export: Your 7th disk, after exactly 6 exports, any cube → 4 VP, €5; Permanent ability: The first byproduct you store each time earns €3, even into a full tank |
Cosmetics contracts
| Picture | Description |
|---|---|
![]() | №: 1; End of the month: 3 VP per built combo tile; Contract export: Exactly 2 cubes of value exactly 3 → 8 VP, €6; Permanent ability: Building a flipped combo tile with scientists doubles the bonuses it covers |
![]() | №: 2; End of the month: 1 VP per built science tile (not combo); Contract export: Your 4th disk, after exactly 3 exports, any cube → 4 VP, €2; Permanent ability: Your second export in a turn to a city costing transport is €2 cheaper; apply the discount to the transport cost of that second export (FAQ). |
![]() | №: 3; End of the month: 2 VP per milestone colour reached; Contract export: Market value exactly 4 → 5 VP, €4; Permanent ability: Each recruit also gives 1 algae of a species you can store (€1 from the supply if the tank is empty) |
![]() | №: 4; End of the month: 2 VP per different demand value; Contract export: Exactly 3 cubes of value exactly 2 → 8 VP, €6; Permanent ability: Always take both weekend bonuses, whatever your energy (not at the end of the month) |
![]() | №: 5; End of the month: 4 VP per demand-6 city; Contract export: Market value exactly 5 → 6 VP, €5; Permanent ability: Each time you use an export/2x tile, first take 1 resource of your choice |
![]() | №: 6; End of the month: 1 VP per city; Contract export: Exactly 4 cubes of value exactly 1 → 6 VP, €4; Permanent ability: Always score a milestone’s highest VP, even when not first |
![]() | №: 7; End of the month: 2 VP per recruited engineer; Contract export: Your 6th disk, after exactly 5 exports, any cube → 4 VP, €4; Permanent ability: After each machine activation, 1 extra cube move in any machine (no secondary belts) |
![]() | №: 8; End of the month: 2 VP per recruited scientist; Contract export: Market value exactly 6 → 7 VP, €6; Permanent ability: When activating scientists, you may use your engineers as scientists instead |
![]() | №: 9; End of the month: 1 VP per recruited staff member; Contract export: Your 7th disk, after exactly 6 exports, any cube → 4 VP, €5; Permanent ability: When activating Machine B you may move 1 cube backwards (uses capacity) for €3 |
Food contracts
| Picture | Description |
|---|---|
![]() | №: 1; End of the month: 1 VP per built engineering tile; Contract export: Market value exactly 3 → 4 VP, €3; Permanent ability: Delivering more market value than a city’s demand gives 1 energy |
![]() | №: 2; End of the month: 1 VP per built science tile (not combo); Contract export: Your 4th disk, after exactly 3 exports, any cube → 4 VP, €2; Permanent ability: Placing science or combo tiles in the bottom zone is free and doubles their bonuses (still one per scientist) |
![]() | №: 3; End of the month: 2 VP per milestone colour reached; Contract export: Market value exactly 4 → 5 VP, €4; Permanent ability: Each freelance engineer you gain also gives 1 market value token and €1. An engineer received by a 2-for-1 exchange only pays that cost; it does not trigger this bonus (FAQ). |
![]() | №: 4; End of the month: 2 VP per different demand value; Contract export: Exactly 3 cubes of value exactly 2 → 8 VP, €6; Permanent ability: No storage limit; take algae from the supply free when a tank is empty |
![]() | №: 5; End of the month: 3 VP per demand-4 city; Contract export: Your 5th disk, after exactly 4 exports, any cube → 4 VP, €3; Permanent ability: Your food never degrades or spoils; food that would degrade may move to an adjacent food type instead. Choose which finished goods go to each city; you do not have to export all cubes of one type together (FAQ). |
![]() | №: 6; End of the month: 4 VP per demand-6 city; Contract export: Market value exactly 5 → 6 VP, €5; Permanent ability: Exporting to a city that already has a disk gives 1 resource of your choice |
![]() | №: 7; End of the month: 2 VP per recruited engineer; Contract export: Your 6th disk, after exactly 5 exports, any cube → 4 VP, €4; Permanent ability: After each engineer activation, take 1 combo tile from your grid free and flip it |
![]() | №: 8; End of the month: 2 VP per recruited scientist; Contract export: Market value exactly 6 → 7 VP, €6 (the card; the rulebook text repeats card 9’s export); Permanent ability: When activating engineers, you may use your operators as engineers instead |
![]() | №: 9; End of the month: 2 VP per recruited operator; Contract export: One cube each of value 1, 2 and 3 → 8 VP, €6; Permanent ability: Each recruit lets you recruit one more staff member of any team at normal cost |
Expansion cards
[Network] The Network Expansion adds two modules; full setup and tie rules on The Network Expansion page.
Network cards
One is drawn at setup; at the End of the Month the players ranked on it score 8/4/2 VP (4 players), 6/2 VP (3) or 4 VP (2). A network is a group of directly adjacent cities you exported to.
| Picture | Description |
|---|---|
![]() | Rewards: Most capital cities in one of your networks. |
![]() | Rewards: Most regular (small) cities in one of your networks. |
![]() | Rewards: Your biggest network. |
![]() | Rewards: The most separate networks. |
Capital city and reward cards

Each capital city card covers half of a reward card; export to that capital and you score the uncovered reward at the End of the Month (or at once, with the harder variant).
| Picture | Description |
|---|---|
![]() | Scores: 1 VP per milestone you reached first. |
![]() | Scores: 1 VP per milestone you reached second. |
![]() | Scores: 1 VP per city you exported to first. |
![]() | Scores: 1 VP per city you exported to second. |
![]() | Scores: 1 VP per unlocked, unused export/2x tile. |
![]() | Scores: 2 VP per unlocked algae storage beyond your starting one. |
![]() | Scores: 1 VP per science tile touching the edge of your science grid. |
![]() | Scores: 2 VP per science tile in the top zone of your science grid. |
Tiles
Milestones
Each tile has two sides; two tiles per colour are in play. Disks on your contract card never count.
| Picture | What the milestone requires |
|---|---|
![]() ![]() | Side A: A disk in Southern Europe (red region); Side B: A disk in Northern Europe (blue region) |
![]() ![]() | Side A: A disk in Western Europe (yellow region); Side B: A disk in Eastern Europe (green region) |
![]() ![]() | Side A: Exported to an unoccupied city directly next to an occupied one; Side B: Exported to an unoccupied city exactly 2 steps from the nearest occupied one (none left: unscoreable) |
![]() ![]() | Side A: Disks in 3+ demand-1 cities; Side B: Disks in 2+ demand-2 cities |
![]() ![]() | Side A: Disks in 2+ demand-3 cities; Side B: Disks in 2+ demand-4 cities |
![]() ![]() | Side A: Disks in 2+ demand-5 cities; Side B: Disks in 2+ demand-6 cities |
![]() ![]() | Side A: Your cities’ demands total 18+; Side B: Your cities’ demands total 22+ |
![]() ![]() | Side A: One action placed disks on cities with total demand 8+; Side B: One action placed disks on cities with total demand 10+ |
![]() ![]() | Side A: One action reached a demand-2 and a demand-3 city; Side B: One action reached a demand-3 and a demand-4 city |
![]() ![]() | Side A: Disks in Helsinki and Madrid; Side B: Disks in Helsinki and Athina |
![]() ![]() | Side A: Disks in Warszawa and London; Side B: Disks in Warszawa and Madrid |
![]() ![]() | Side A: Disks in Roma and Stockholm; Side B: Disks in Berlin and Roma |
![]() ![]() | Side A: 2+ disks in each of the 4 regions; Side B: 3+ disks in each of 2 regions |
![]() ![]() | Side A: Disks in 6+ capitals; Side B: Disks in 7+ capitals |
![]() ![]() | Side A: 5+ disks in one region; Side B: 6+ disks in one region |
“One action” means a single operator activation, not a turn, and counts the cities’ demand, not the market value delivered.
Tokens & pieces
Shared components
| Picture | Description |
|---|---|
![]() | Count: 1 map board; What it is for: Cities, algae and byproduct tanks, energy, milestones, score track. Factory basics |
![]() | Count: 1 action board frame; What it is for: Holds the action strips your supervisors climb. Work Week |
![]() | Count: 21 action strips (3 A, 4 B, 4 C, 4 D, 6 E); What it is for: One of each letter builds the week; each strip flips between weeks. |
![]() | Count: 12 weekend bonus strips; What it is for: The bonuses at the top of the action strips. Weekend bonus |
![]() | Count: 6 VP strips; What it is for: The milestone bonuses scored at the end of the month. Milestone bonus |
![]() | Count: 15 milestone tiles (3 per colour); What it is for: Two per colour are used. Milestones |
![]() | Count: 3 round bonus tiles; What it is for: The first operator activation with at least one export in each of weeks 1–3 earns that week’s upgrade: flip an operator/scientist upgrade tile or all machine capacity tiles (FAQ). Export bonus |
![]() | Count: 48 staff tiles (16 each); What it is for: Operators, engineers and scientists you recruit. Department-guide examples already show the one drafted hire; it is not an additional staff member (FAQ). Recruit |
![]() | Count: 8 team upgrade tiles; What it is for: Operator and scientist upgrade tiles, one of each per player. Every team member gets the upgrade benefit; a +2 income bonus adds once to the team total (3 members gain 3 + 2 = 5) (FAQ, FAQ). Team upgrades |
![]() | Count: 16 regular city demand tokens; What it is for: Demand of the 16 regular cities. |
![]() | Count: 8 capital city demand tokens; What it is for: Demand of the 8 capitals (left out in a first game). In Bruno’s setup, pick a capital token at random; its demand scores for him and his first disk counts as the first export for transport (FAQ). |
![]() | Count: 32 city bonus tokens; What it is for: €, freelance engineer, market value or science for the first export to a city. |
![]() | Count: 2 byproduct tank tiles; What it is for: Cover the printed tanks in 2- and 3-player games. Machine A counts every cube moved through it across all belts, and you choose which cubes become byproduct (FAQ). Byproducts are made only by Machine A activations; Monday moves and alternate actions do not make them. During activation, add them to an empty station on a machine’s left if that machine can run; they then count against capacity. In solo, balance the tanks during the weekend too (FAQ, FAQ, FAQ). |
![]() | Count: 16 freelance engineers; What it is for: Each adds 1 engineering point; you may spend several at once (FAQ). |
![]() | Count: 16 market value tokens; What it is for: Each token adds 1 to one city’s whole delivery, regardless of how many cubes are in it; you may spend several at once, including to export a value-0 cube (FAQ, FAQ). |
![]() | Count: 15 wild action tokens; What it is for: Any action instead of yours. |
![]() | Count: 25 choice action tokens; What it is for: Change which team or machine you activate. |
![]() | Count: 55 algae cubes; What it is for: Algae, byproduct and products, depending on where they sit. |
Also: 4 capacity markers (one under each algae tank), 1 week (round) marker, 1 start player token, euro coins and bills.
Icons
Iconography
| Icon | Meaning |
|---|---|
| Algae cube | |
| Remove / take a tile | |
| Red algae | |
| Place a tile | |
| Brown algae | |
| Flip a tile | |
| Spirulina | |
| Activate / complete | |
| Chlorella | |
| Remove | |
| Macro algae tank | |
| Energy | |
| Micro algae tank | |
| Euro | |
| Byproduct | |
| Victory point | |
| Bio-oil byproduct | |
| Operator | |
| Biomass byproduct | |
| Engineer | |
| Byproduct tank | |
| Scientist | |
| Full byproduct tank | |
| Any staff member | |
| Empty byproduct tank | |
| Receive (income) | |
| Balance the byproduct tanks | |
| Freelance engineer | |
| Science point | |
| Market value token | |
| Combo | |
| Machine | |
| Engineering point | |
| Main conveyor belt | |
| Science tile | |
| Secondary conveyor belt | |
| Combo tile | |
| Refining conveyor belt | |
| Engineering tile | |
| Refine | |
| Recruit any staff member | |
| Degrade food | |
| Activate your operators | |
| Regular city | |
| Activate your engineers | |
| Capital city | |
| Activate your scientists | |
| Any city | |
| Activate any team | |
| Demand value | |
| Activate Machine A | |
| Export | |
| Activate Machine B | |
| Your export disk | |
| Activate Machine C | |
| An opponent’s export disk | |
| Activate any machine | |
| Number of exports | |
| Choice action token | |
| Export transport | |
| Wild action token | |
| Milestone | |
| 2x action (export/2x tile) | |
| Your milestone marker | |
| Biofuel department | |
| Any milestone colour | |
| Bioplastics department | |
| Market value | |
| Cosmetics department | |
| Weekend | |
| Food department | |
| End of the month | |
| Algae storage | |
| Energy track | |
| Station | |
| Science grid bonus | |
| Supervisor | |
| Lowest zone of your science grid | |
| Team upgrade | |
| General supply | |
| Round marker | |
White-and-black numbers beside an icon mean you gain that amount; red-and-white numbers mean you pay it.










































































































