Cards & Components
Component inventory and the distinct Pampero action, scoring and bonus effects.
Boards


Boards and player pieces
| Component | Quantity and use |
|---|---|
| Main board | 1, double-sided for 1–2 or 3–4 players |
| Grid board | 4 player boards; each has seven tower columns, transformers, income tracks and energy |
| Company mat | 4; two action-card rows and tower-bonus spaces |
| Tower bonus board | 1, with 36 tiles (12 each for zones A, B and C) |
| Time track | 1 printed track and 1 extended track |
| Scoring tiles | 18 regular and 2 introductory tiles |
| Standard contracts | 31; zone, sector and location identify their spaces |
| Solar contracts | 31 |
| Remote contracts | 10 |
| Connection tiles | 12, plus one starting tile per player |
| Venture-capital tiles | 16 |
| Foreign-market cards | 18: 9 Argentina and 9 Brazil |
| Money | 70 tokens |
| Batteries | 24 in the base game |
| Player pieces | Per player: 27 numbered transformers, 7 towers, 5 bulldozers, 11 wind farms, 7 network tiles, 5 income markers, an energy marker, 3 action markers, two track discs, a company mat and 8 basic action cards |
Cards
Basic action cards
Images of individual faces: To be added.
| Face | Effect |
|---|---|
| A1 | Build a wind farm, gain zone energy and optionally place a connection tile. |
| A2 | Build a wind farm, gain zone energy and optionally place a connection tile; the card face permits its printed zone. |
| A3 | Build a tower, claiming two adjacent bonus spaces or tiles; optionally pay batteries instead of the zone cost. |
| A4 | Fulfill a standard contract or sell to a foreign market. A foreign-market sale is available in zone B. |
| A5 | Fulfill a standard contract or a remote contract. Pay a remote tile’s battery cost if required. |
| A6 | Gain venture capital from an unlocked grid slot. |
| A7 | Choose a wind farm, tower or standard-contract effect, following that effect’s requirements; this card has no A1/A2 connection-tile or A3 battery-cost options. |
| A8 | Pay 1 battery to move one bulldozer twice or two bulldozers once each, then move your turn-order disc to the lower row. |
Specialist action cards
Images of individual faces: To be added.
| Faces | Effect |
|---|---|
| SA1–SA5 | Each depicts a market type. Fulfill a contract with that icon, collect its income, or advance its income marker one step. The card also requires a tower and pays its zone cost to the tower’s owner or the bank. |
| SA6 | Sell to a foreign market in zone B, collect income matching one of your foreign-market icons, or advance such an income marker. |
| SA7 | Gain 1, 2 or 3 batteries in zones A, B or C, respectively. |
| SA8 | Gain energy according to the zone. |
| SA9 | Spend energy according to the zone. |
| SA10 | Build a wind farm and gain 1 energy. |
| SA11 | Build a wind farm and gain $3. |
| SA12 | Discard two basic or specialist cards to gain a specialist card. |
| SA13 | Fulfill the next available solar contract; pay 3 energy for one income arrow or 2 batteries for two or more arrows. |
| SA14 | Repeat the effect and requirements of one basic action card. |
| SA15 | Repeat the effect and requirements of one action card on any company mat. |
| SA16 | Gain a bulldozer at an eligible site, the utility area or parking grid, or move your turn-order disc to the lower row. |
| SA17 | Play up to two connection tiles on this card. |
| SA18 | Activate one parking-grid bonus previously covered by one of your bulldozers. |
Specialist scoring cards
Images of individual faces: To be added.
| Faces | Effect |
|---|---|
| SS1–SS5 | For residential, industrial, commercial, resort or remote icons: collect the depicted income or add a virtual icon to the current majority. |
| SS6–SS11 | For a zone A, B1, B2, C, remote or two-icon contract: take twice the level of your rightmost matching contract in money, or count a virtual matching contract for the current majority. |
| SS12 | Take twice the level of your rightmost lucrative contract, or add a virtual lucrative icon to the current majority. |
| SS13 | Gain $4, $6 or $10 per venture-capital tile in the first, second or end-game scoring. |
| SS14 | Gain $3 per connection tile, including any on your company mat. |
| SS15 | Collect income from a marker and flip it face down, or gain a bulldozer at an eligible site, utility area or parking space. |
| SS16 | Add one virtual component to break a scoring tie, such as a market icon, contract, battery or energy. |
| SS17 | Choose 2 batteries, a specialist card, 3 energy, or income from a marker (then flip that marker face down). |
| SS18 | Spend 1, 3 or 4 batteries at the first, second or end-game scoring to collect from an income marker and flip it face down. |
Tiles
Connection tiles
The 12 zone A and B/C connection faces include the starting tile (1 energy or $3), one-step advancement of any income marker, one-step advancement of a depicted income marker, two income advances, 1 battery, 2 energy, a bulldozer, $7, or a specialist card. Some income-advance faces are specific to residential, industrial, resort, commercial or remote income.
Images of individual faces: To be added.
Tower bonus tiles
The 36 zone-marked tiles include immediate bonuses (advance remote, residential, industrial, commercial or resort income; gain or move a bulldozer; fulfill a solar contract), ongoing effects (retrieve one or two action cards during Consolidation, gain $2 whenever you gain a battery, take a zone B overlay, gain a connection tile, play a second action card once per round, or build a second wind farm at the same site), and end-game rewards ($2 per tower, matching foreign-market income, $15 per venture tile, or income from a marker). Duplicate copies are cumulative where the reference says so.
Scoring tiles
The base set has 18 regular and 2 introductory faces. Regular personal rewards include money per battery, contract, transformer level, energy, bulldozer, tower tile, income marker, wind farm, solar contract or contract in a printed-bonus space; rewards also count vertical contract pairs, filled columns and linked paths. Majority faces award $15 for the most specialist cards, foreign-market battery spend, wind farms, market icons, zone A/B1/B2/C contracts, double-icon or lucrative contracts, linked pairs, network tiles, or energy spent fulfilling contracts. The introductory tiles simplify the first two scorings.
Tokens & pieces
Nature
Nature adds 5 reserve pieces, a reserve action card and income marker per player, a zone A connection tile, a specialist action card and scoring card, 21 electrical poles, and two Cardal specialist cards. Cardal’s two specialist faces provide its pole action at a fixed battery cost and a scoring reward for transformers beside poles.
Clear Skies
| Component | Faces or quantity |
|---|---|
| Private Industry | 6 residential contracts (2 livestock, 2 forestry, 2 agriculture), 9 market cards, 6 price markers, one action card and one scoring card |
| Parking Grid | 2- and 3–4-player boards with alternate bonuses |
| Specialist Card Boards | 2 display boards |
| Investor Tendencies | 16 objective cards; each face has a company condition and a $10 reward plus $10 per venture tile |
| Companies | 14 company tiles; each changes a starting setup or adds an action, bonus or restriction |
| Extra Scoring Tiles | 25 end-game scoring tiles |
The Investor Tendencies conditions cover income totals, zone C contracts, transformers in B1/B2, double-icon or lucrative contracts, wind farms, battery sales, remote or solar contracts, specialist cards, stored batteries, network coverage, filled columns, high-value grid spaces, income levels and zone A towers.
Source: Official Pampero rules, player reference, Nature and Clear Skies rules; Nature rules; Clear Skies rules.
Icons
Printed symbols
The rules use icons for actions, resources, contract types and scoring.