Clear Skies
Choose from six optional modules in the Clear Skies expansion.
Clear Skies is modular. Choose any combination before play; its six sections below match the expansion’s rulebook.
Private Industry
Replace the six residential contracts in sector A2 with the six industry contracts: two each for livestock, forestry and agriculture. Randomly place five on the corresponding A2 spaces and return the sixth. Shuffle the Private Industry action and scoring cards into their matching decks. Set out the nine industry-market cards with two face up and keep the matching price markers nearby.
After fulfilling a Private Industry contract, place its industry price marker on your grid in that contract’s column. If you already have that marker, move it only when the new contract is farther right. You may sell to an industry only after fulfilling its matching contract. Use an action that supports foreign-market sales in a zone A company-mat space, pay the battery amount on the industry card, and collect income from the two income values beside the marker plus the market-card value. The Private Industry action card can fulfill an industry contract, collect income to the right of a marker, or advance one marker up to two columns (never beyond your last built tower). Its scoring card collects the value on both sides of one of your markers.
Parking Grid
Cover the printed parking grid with the board matching your player count. When a bulldozer is parked, claim that space’s alternate bonus. The expansion’s spaces can build a second wind farm at a site that already has one (gaining zone energy), produce one fewer battery, pay $1 per contract on your grid, or gain a face-up specialist action card or the deck’s top card.
Specialist Card Boards
Place the two card boards where the base game displays its face-up specialist action and scoring cards. Use their marked spaces for those displays.
Investor Tendencies
Each player draws two objective cards, keeps one face down and discards the other face down. The objective can be scored at any scoring or, for cards with the clock symbol, during end-game investor payment. Meet the condition shown to gain $10 plus $10 for each venture-capital tile on your grid. Score these objectives last in a scoring phase; resolve end-game objectives before paying investors. Clock objectives are recommended with the longer game.
Objectives check income, contracts, structures, batteries, specialist cards, network lines or other company-board conditions. Count only the quantities named on the card: for example, a double-icon objective counts contract tiles, not the icons printed on them.
Companies
Each player draws two company tiles and keeps one face up above the A bonus spaces on the company mat. Discard the other and follow the kept tile’s setup instructions. Company effects change starting money or pieces, alter how action cards are played or retrieved, change network requirements, or add a bonus during income, tower, battery or wind-farm steps. Some companies bring connection tiles with special use or scoring restrictions. Apply the chosen tile’s exact printed text for its full effect.
Extra Scoring Tiles
These tiles add a third end-game scoring tile and are not used in solo. The normal expansion setup draws one Clear Skies tile and places it with the two base end-game tiles; score all three at the end. The expansion also gives an alternate setup: remove specialist scoring cards, draw a base tile for the first scoring, then place three randomly chosen Clear Skies tiles on the second and two end-game scoring spaces. The expansion reference lists 25 tile faces, including contract types and sectors, grid columns and income that is collected twice.
Source: Official Clear Skies rules, pp. 1–11; official base rules, pp. 20–22.