Ludexv2026.11.01-65114139The Networks: PrimetimeOfficial rulebook ↗

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Your Network and Shows

The Networks: Primetime key concepts — the shared boards and display, your lineup, timeslots, green room and reruns, how a show card works, and stars and ads.

The Allplay Primetime edition (2025) of The Networks: four rounds, 1–5 players. Page numbers refer to the Primetime rulebook.

Game boards and display

The setup board, genre board and a 4-player display, with the rulebook’s letters

The setup board is double-sided and comes in two pieces, one side per player count (1–2, 3, 4, 5). With 4 players it reads:

The 4-player setup board: starting cash, display items and pass track

Part4 players
Starting cash, 1st → 4th player$6M, $8M, $10M, $12M
Display each round7 shows, 5 stars, 5 ads, 4 network cards
Pass track, 1st → 3rd to pass$10M or 6 Viewers, $6M or 4 Viewers, $4M or 2 Viewers
Pass track, last to pass$2M only

Genre tracks

The genre board: six genre tracks with bonuses on spaces 2–4

Six genres: Sports Sports, Reality Reality, Sci-Fi Sci-Fi, Sitcom Sitcom, Action Action and Drama Drama. Nobody starts on a track (unless a Pilot Season show put them there). The first time you produce a show of a genre, put a cube on the bottom space of its track; each later show of that genre moves the cube up 1. Landing on a bonus gives it at once; beyond the top space nothing more happens, and several players may share a space.

SpaceBonus and end-game viewers
1No bonus; 1 viewer at game end
2Ad genre bonus for Sports and Reality, Star genre bonus for the other four genres; 3 viewers at game end
3Network genre bonus; 5 viewers at game end
4Wild (3-colour) genre bonus; 9 viewers at game end
5No bonus; 15 viewers at game end
BonusWhat you do
Star genre bonus StarDraw 2 stars, sign 1 for free, discard the other
Ad genre bonus AdDraw 2 ads, sign 1 and take its cash bonus, discard the other
Network genre bonus NetworkDraw 2 network cards, keep 1, discard the other
Wild (3-colour) genre bonus WildDraw 1 star, 1 ad and 1 network card; keep one of them (star free, ad with its bonus), discard the rest

Draws come from the top of the decks, never from the display, and what you keep goes to your green room (FAQ).

[Moguls] With Moguls, a mogul token sits on space 3 of every track and the first player to land there may take a mogul instead of the network bonus (Moguls). [Telly] Telly Time replaces the genre board with each player’s genre grid (Telly Time).

Card display

Anyone may look at any card in the display at any time. Cards taken during a round are not replaced; at the end of the round the leftovers are discarded and a full new display is dealt (p. 4).

Your network

A player board with its lineup, green room and reruns, with the rulebook’s letters

Lineup

The shows to the right of your board are on the air. Each timeslot holds exactly one show. A new show must go into a timeslot, and the show already there is canceled. You start with three starter shows (or Pilot Season shows) in it.

Timeslots

Your three timeslots are Daytime daytime, Primetime primetime and Late night late night. Any show may go in any slot, but each show has a preferred timeslot where it scores more (see Preferred timeslots). Starter shows have no preference.

[Telly] Telly Time adds a fourth Weekend (Telly Time) weekend timeslot (Telly Time).

Green room

Stars, ads and network cards you take go to your green room, left of your board. It has no limit and cards may wait there all game. Cards in the green room earn no income and pay no expenses.

Reruns

Canceled shows go face up to your reruns pile. At game end each scores the viewers on its bottom row. Reruns are public.

Round scoring track

An optional aid on the player board for adding up this round’s viewers. It is not your score — that goes on the scoreboard — so reset it to 0 after recording each round.

Shows

A show card with numbered parts

  1. Genre — which genre track the show advances.
  2. Expenses Expenses — what it costs at every upkeep while on the air.
  3. Preferred timeslot — the icon on the season track’s top row.
  4. Season track — the viewers it scores each round, row by row (Seasons and viewers).
  5. Bottom row — its last season, and its value as a rerun.
  6. Production cost Cost — what you pay to produce it.
  7. Attachment slots — how many stars and ads it can hold (Attachment slots).
  8. Player count — shows marked 3+ or 4+ are removed with fewer players (setup).

Seasons and viewers

A cube on the season track marks the row the show scores at the end of this round. After scoring, every show’s cube moves down one row; a cube that moves off the bottom row cancels the show (p. 6, p. 10).

Preferred timeslots

Placed in its preferred timeslot, a new show’s cube starts on the first row, covering the timeslot icon. In any other timeslot it suffers a timeslot penalty: the cube starts on the third row, on the X — the show skips its best seasons and has only two rounds left.

Stars and ads

Signing stars

Pay the signing cost Cost in a star’s top left to sign it from the display; without the cash you cannot. An effect that signs a star “for free” ignores the cost.

Signing ads

Ads have a Cash bonus cash bonus in the top left instead of a cost: sign one and take that cash from the supply. You can always sign an ad on your turn.

Attachment slots

Stars and ads score or earn only when attached to a show in your lineup. Slide the card behind the show so its viewers and income or expenses show on the right. One card per slot:

SlotMeaning
Required star slot Required ad slot ColouredRequired — must be filled when you produce the show
Optional star slot Optional ad slot GrayOptional — fill when producing, or later with Add or Replace
Required wild slot Optional wild slot SplitWild — holds 1 star or 1 ad

The slots are also the maximum a show can hold (FAQ). A show with no star slot can never take a star unless an effect says so (FAQ).

Conditions, promo ads and printed effects are on Conditions and Effects.

Rules

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