Teach the Game
A script to read aloud: how you win, the boards, a turn, the end, every way to score and what each piece is for.
How you win
“It is the dawn of radio. As Marconi, Tesla, Edison or Braun you raise money, register patents and build wireless stations whose signals reach across the world. Each turn you take one action; the game ends a round after someone finishes a big project. Most victory points wins.”
You score by multiplying: four Progress tracks on your player board each give a multiplier, and you
multiply each one by how many matching icons you collected —
Flags,
Permanent Links,
Patents and
Target positions. You raise a multiplier by
building Wireless Stations, which pulls Signal tokens off that track; you collect icons by spreading your
signals over the map, completing Contracts, hiring Tycoons and activating Patents.
The boards

- Location spaces — 52 places around the world; the icon at top left is the reward, the one at bottom left the bonus
- Location tiles — random bonuses on the empty corners
- Tycoon display — four levels, two face up each
- Contract display — four stacks, one face up each
- Patent stacks — taken with Supply
- Technology tiles — extra Action tiles, taken as bonuses
Your two player boards:

- Installation — build a Wireless Station
- Transmission — send signals from an Unmodulated station
- Modulation — send signals from a Modulated station and advance on Permanent Links
- Funding — money and Tycoons
- Supply — reload Action tiles and take Patents
- Contracts — Contracts you have taken
- Nations — the Flags you have reached
- Progress — four tracks of Signal tokens, your multipliers
A turn
On your turn you take one action (all five):
- Choose a column and flip its top Action tile. No tile, no action (Supply needs no tile).
- Pay the dollars printed on any empty spaces up to the Action Box you want — the lower box is the Basic Action, the upper the Advanced.
- Do the action.
- Put the Action tile back in your supply below the column.
Funding and Supply also cost a
Credit token, placed in the
Credit area of the board.
How the game ends
The end is triggered when a player installs their 8th Wireless Station, places their 8th Flag, places their 7th Contract, reaches space 7 of the Permanent Links track, or when the Credit area is full. Finish the round, play one more full round, then score. Ties share the win. Details.
Ways to score
| Source | How |
|---|---|
| Flag track value × (Flags in your Nations column + Flag icons on completed Contracts and Tycoons) | |
| Link track value × (steps on the Permanent Links track + link icons on completed Contracts and Tycoons) | |
| Patent track value × Patent icons on activated Patents, completed Contracts and Tycoons | |
| Target track value × Target icons reached on your columns, the Permanent Links track, your 6th and 9th Wireless Station, completed Contracts and Tycoons | |
| Personal Objectives | each completed tile: its VP × the |
| −1 VP per Signal token still there |
What each resource is for
| Resource | Why you need it | How you get it | How you use it |
|---|---|---|---|
| Action tiles | No tile, no action; more tiles make actions cheaper | Supply; Contract and Patent bonuses; Technology tiles from Locations | Spend one per action, it goes back to your supply |
| Pay for the empty spaces up to an Action Box | Funding; Permanent Links bonus | Pay the bank | |
| Needed for Funding and Supply — and they multiply your Personal Objectives | You start with 7 | Each Funding or Supply puts one in the Credit area | |
| Placing them reaches Locations and their bonuses; removing them from a Progress track raises its multiplier | Installation moves them from a Progress track to your Ready area | Transmission and Modulation place them on the map | |
| The source of every signal | Installation | Unmodulated ones transmit, Modulated ones modulate | |
| More money, better Tycoon tiles, icons for scoring | Funding; level 1 from Locations | Active hats count for Funding | |
| Extra Action tiles with Supply | Tycoon tiles, Nations column, Credit area | +1 tile each when you Supply | |
| You need one per Patent you own | Tycoon tiles, Nations column, Credit area | Unlock Patents with Supply |
Teaching tips
- Start with the multiplying: every scoring row is “track value × icons”. Players then see why stations and signals matter.
- Show one column on the player board: the Action tiles, the empty-space costs and the two boxes.
- Spending a Credit token lowers the multiplier of your Personal Objectives — say it before the first Funding.
- First game: deal the Personal Objectives at random; the draft is for later games.