Learn The Networks: Primetime
Learn the game in 5 short steps. Everything links to the full rules.
Start a network
You run a new cable network with three awful public-access shows and a little cash. Over four rounds you draft shows, stars and ads; at the end of each round your lineup scores
viewers. Most viewers after round four wins.
Read Teach the Game for the whole picture in five minutes.
Set the stage
Pick the setup board side for your player count, build the A-over-B show deck, give everyone a player board, 11 cubes and 3 starter shows, and hand out starting cash by turn position.
Then the Pilot Season: each player keeps 2 of 4 cards. The setup checklist walks you through it with the rulebook’s numbered picture.
Take one action a turn
In turn order everyone takes one action: sign a star, sign an ad, take a network card, produce a show, add or replace a star or ad — or pass for a cash or viewer bonus.
Producing a show means paying for it, filling its required
slots from your green room and putting it in a timeslot — its preferred one if you can. See Taking Turns.
Air the round
When everyone has passed: pay upkeep (
income minus
expenses), score your lineup on the scoreboard, then age every show one row down its season track. A fresh display is dealt.
Details: End of Round and Game End.
Win the ratings race
After round four, add the end-game bonuses: genre tracks (up to 15 each), reruns, Game End network cards and 1 viewer per $3M. The highest total wins.
Ready for more? Try solo or the Megacorp modules: Moguls, Executives and Telly Time.