The Four Actions
What Carnegie's four Department types do — Human Resources moves, Commerce and Finance, building Departments with Strategic Planning, Construction on the map, and R&D study points for project tabs and transport.
The chosen action is used by every player with their own Departments of that type. The starting Departments are described here; the 32 Department tiles you can add are in Cards & Components.
Human Resources
Human Resources trains employees and places them where they are needed.
- Count your moves first: 3
moves for each standing employee in Human Resources
Departments. The starting Human Resources has a permanent employee that can never leave, so
you always have at least 3 moves. - Move employees — standing or lying — one orthogonal step per move (never diagonally), through or onto any space or Department of your Company, including empty building spaces. A moved employee lies down.
- Your number of moves is fixed at the start of your turn: moving an employee out of Human Resources doesn’t reduce it.
- Moved employees can be stood up only at the end of the round, after all other actions.
Management
Every Company starts with two Management Departments.
Commerce and Finance
For each standing employee, choose one:
- take $3; or
- take 1
goods cube; or
send the employee on a Mission and take $6; or
send the employee on a Mission and take 2 goods cubes.
Strategic Planning
For each standing employee, build one new
Department tile from the display:
- pay 1 goods cube to place it on an empty building space that already holds at least one of your employees; or
- pay 2 goods cubes to place it on any empty building space.
Rules for building:
- Your first Department must be the one you reserved during setup.
- A Company never holds two identical Departments.
- Building where an employee already lies is cheaper, and that employee can stand up at the end of the round — the Department works from the next round.
Construction
For each standing employee in a Construction Department that works by Mission:
send that employee to the Mission area of the region where you want to build;- pay 1 or 2 goods cubes — the cost printed beside the project tab (Housing and Commerce 1, Industry and Public Infrastructure 2) — and move a disk from that tab onto a free space of the same region.
Where you may build:
- in the region you just sent the employee to;
- on an empty space;
- on a space with the symbol of that project type —
Housing,
Commerce,
Industry,
Public Infrastructure — or in any small city
(one-space cities take every type).
If a tab shows several disks, build the rightmost one first.
Some small cities carry the income mark: building there pays at once the
transport income under your disk on that region’s track (tracks) —
transport income only, not project income.
Research and Development
When R&D is chosen, each standing employee in an R&D Department gives
study
points (the starting R&D Department: 3 each). Spend them, in any mix:
- Project tab: pay the
cost printed on the tab to slide it one space to the
right, and put a disk on the newly revealed circle; - Transport: pay the cost printed on a regional track to move your disk there one space right.
You may advance tabs and tracks several times and in different places. Unused study points are lost at the end of your turn.
Project tabs
Each tab has three kinds of space, revealed from right to left as it slides out:
- Project spaces (circles): each gets a disk ready to build. When you build that disk, the
income printed under it becomes yours, collected whenever you bring an
employee home. - VP spaces past the last circle: every one you reveal scores its VP at the end — whether or not you built the disks before it. Study points can’t be spent on a fully pulled tab.
- One side of each tab ends with
+3: reaching it raises your limit for every
donation by 3 VP (donations).
The tabs and their values are listed in Cards & Components.