Our How to Play videos are designed to be short (but still complete) instructional videos, mainly for people who want an overview before playing with someone who knows how to play (in place of that person teaching the rules). Setup and refresh is usually in a separate video, since only one person needs to know the details.
Hi! This is Ambie from Board Game Blitz, and today, I'm gonna show you how to play Arkwright.
Game Overview [0:10]
The goal of the game is to own the most valuable portfolio, determined by the value and quantity of your stock.
The game consists of 5 rounds, or decades. Each round consists of four cycles. In each cycle, the factories of the specific good will produce: food, clothes, cutlery, or lamps.
Each cycle, some fired workers get returned to the job market and the neutral importer marker of the active good moves up.
Beginning with the start player and proceeding clockwise, every player must pay money to place a new action marker from their supply onto an empty space in their section of the administration chart, or reuse an already placed marker. You may choose not to carry out the actual action, but you must still pay the administration cost. When placing a marker, you must pay the exact cost depending on the row you put the marker. For example, I can place this action marker on one of these open spaces. If I place here, I pay 4 pounds in administration costs.
Instead of placing a new marker, you can use a previously placed one by paying the same fee plus 2 pounds, however this additional fee is never counted when calculating the administration cost spent for the action.
Factory Action [1:03]
The factory action allows you to build, modernize, or close factories. You may do so as often and in any order that you want.
To build a factory, you can only choose factories of the current and earlier development level. You can not have more than one of the same kind of factory. You place the factory marker on the space and pay the cost shown on the marker. Then, you take as many workers from the job market in order to fill the first production column. Whenever you take workers for any action, you always take in reading order, left to right, top to bottom.
You can modernize an existing factory to a factory of the current development level or below, paying the full cost for each upgraded level. For example, if I have a level I factory and we’re in the 1800 decade, I can modernize to a level III factory. First I pay 11 pounds for the level II factory, and then 13 pounds for the level III.
You can close down a factory by removing all workers, markers, and machines to the supply. Workers are placed back on the fired workers space. You cannot close factories that have been built during the same action, nor can you build a factory of the same kind and level that you just closed.
Price Adjustment Additional Action [1:54]
Every action marker allows an additional action, indicated by the symbol below.
After the factory action, you may adjust the prices of any factory that you built or modernized, changing the appeal accordingly.
The quality of your factory and the price of your goods determine the appeal of your goods, which is used to calculate how many goods you can sell. Initial appeal is determined by the price, or quality, of the factory minus the price of the goods. You must set the prices of any factories you built, and set the appeal indicators to the correct value.
You can adjust the prices of your goods from a minimum of 5 to a max of 25. Appeal can never be less than 0.
Workers Action [2:23]
The worker action allows you to hire and/or fire workers.
You can hire as many workers as you want from the job market and immediately place them however you like on the production columns of your factories. You can also add workers into the warehouse, placing them next to a row or column. If there are no workers left in the job market, take workers from the fired workers spot. If that space is empty too, then you cannot hire any more workers.
Full production columns allow factories to produce goods and a warehouse row or column occupied by a worker allows you to store excess goods. You may also freely move workers around within the warehouse when you take this action.
You can fire as many workers in your factories as you want as long as they are not from the first production column. They go into the fired workers spot. You must always fire from the rightmost production column first. If there are no workers in column, you must also return machinery. You cannot fire workers that you just hired in the same action, and vice versa. You cannot fire workers with this action from your warehouse or ships.
Take Special Marke Additional Action [3:08]
As an additional action, you can take a special marker: a gray action marker, a brown development tile, or a blue ship.
These tokens allow you to perform better actions or give you passive abilities. You can take markers even if you didn’t do the action.
You can only take action markers from the current level or lower. These actions are like your starting action markers but better.
You can only have 4 development tiles at a time, but you can switch them out when you take a new one. These are generally passive abilities, unless they have a red star besides them, which means it is one time use.
Discarded tiles are returned back to the supply.
For both action markers and development tiles, you cannot take two of the exact same tile. Light gray and dark gray are considered different.
When you take a ship, place it on your harbor mat. If there are worker symbols on the ship, take those workers from the job market and put them on the mat as crew. If there aren’t enough workers, you cannot take that ship. You can only own 2 ships at a time. If you have 2 ships, you can replace one only if the new ship has higher capacity than the one you are replacing. Then you put the new ship in the spot of the old one, and you only take the additional amount of workers needed. If you replaced a ship that’s on administration, if you use that new ship in the same round, the admin costs must be enough for that ship.
Machinery Action [4:06]
You can replace workers in your factories with machines to save money.
The amount of money you pay in administration is used to determine how many machines you can buy. For example, if I go on this space and pay 6 pounds admin, I can get 2 machines. If I go on this space, I still can only get 2 machines for the 8 pounds I pay. You immediately place your machines. Each machine must replace an existing worker, and only if the space indicates it is allowed.
As an additional action, you can take a new special marker.
Quality Action [4:27]
You can permanently increase the quality of your goods which increases their appeal.
The amount of administration costs you paid determines how many levels you can advance the quality. For multiple levels, you can use it on the same factory or different factories. Place or rotate the quality marker to indicate the new quality level, to a max of 4. Your new factory quality is the factory cost plus the quality marker, so your appeal will adjust.
Distribution Action [4:45]
You can temporarily increase the quality of your goods by placing a distribution tile.
You can use administrative costs up to the maximum indicated on the distribution tile for this action, and you can distribute the costs among as many factories as you want. For each distribution level increase, it costs the level of the new distribution marker. For example, to increase the distribution in this factory from level I to level III costs 2 plus 3, or 5 pounds in administration cost.
Distribution levels have the same effect on quality and appeal as quality levels, but you must decrease the distribution one level after each time that factory produces.
For both the quality action and distribution action, you can then adjust the prices of the goods in the factories which you upgraded. Additionally, if you have unspent administration costs, you can spend 1 pound per extra factory you want to adjust. For example, for my previous distribution action, if I had paid 6 pounds administration, but only used 5 for this factory, then after I adjust the price and appeal of this factory, I could use the extra pound to allow me to adjust the price and appeal of my other factory.
Stock Exchange Action [5:35]
With the stock exchange tile, you can buy or sell stock, repay loans, sell goods from the warehouse, and acquire shipping contracts, in any order.
You can buy as many of your own shares from the bank by paying the price indicated on the stock tracker per share. The minimum price is 10 pounds, so you still have to pay 10 to buy your stock if it’s below the 10 space.
If you have a loan, you have to repay loans before you can buy any stocks. Each loan costs 13 pounds to be repaid.
You can sell as many shares as you want. You get per share the value located on the stock track, even if it’s below 10. Selling shares with this action does not cause the stock price to go down.
You can sell as many goods from your warehouse as you want, at a fixed price: Food is 2 pounds, clothes is 3, cutlery is 4, and lamps is 5.
You can acquire new contracts for shipping by placing them on the harbor mat. You can also increase existing contracts up to the maximum, but you cannot decrease them. You may have as many contracts as you want on any space. For example I could place this contract on the 4 space, increase this one to the 4 space, and place another one on the 2 space. The contracts are commitments for shipping these quantities of goods.
You can then take a special marker.
Ships Action [6:29]
If you have a ship, you can choose to ship goods and fulfill contracts obtained with the stock action.
You can only use one ship and the goods from your warehouse when doing this action. You must pay administration costs equal to or greater than the size of the ship and move your stock down one space for using a ship. Then you choose one or more contracts to fulfill. You must fulfill the entire contract at once by paying the matching goods. When you fulfill a contract, you get money equal to the cost of your factory per each good, and then the contract marker goes back to your personal supply. For example, if I have food and lamp contracts at size 2 and a size 4 ship, I can ship both of them. I place the ship here, pay 4 pounds in administration, and spend two food and two lamps from my warehouse to fulfill the contracts. Then I get 2 x 8 plus 2 x 11 pounds from the bank.
Then you can take a special marker.
Production Action [7:08]
If you have a production action marker, you can produce goods in any one factory.
After placing the tile, you choose a factory and how many production columns from left to right to produce with, limited by the capacity shown on the production marker. You can only produce in a column if it is full of workers and/or machines. The factory produces a certain amount of goods for those production columns, depending on the factory and the level, and you need to store them in the warehouse, discarding extras.
You must then pay for all the workers and machines that were in the production columns you used: 1 pound per machine and the price per worker indicated by the row of the lowest open space on the job market.
For example with this level 1-2 tile, i can only produce in the first 2 production columns, so I produce 2 + 3, or 5 bread, which I can store in my warehouse. Then I pay 3 pounds for each of my workers in those two columns plus one pound per machine for a total of 10 pounds.
After the production action, you can then adjust prices and appeal in the factory that you used to produce.
Production Phase [7:54]
After each player has done one action, the factories corresponding to the active good produce. You cannot pass on producing and selling from factories. Before production, check that the appeal for the factories of the active good are correct.
Production and Sale [8:04]
Production is like the production action, except all your columns produce. For example, if bread is the active good, then because I have 3 columns filled, I will produce 2 + 3 + 3, or 8 goods.
For each open numbered space on the job market, there is a demand for that good. Each player can sell a maximum number of goods equal to their appeal. To determine how much each player sells, you can use good tokens to represent the demand and distribute them to the players in order. Starting with the highest appeal, everyone at that appeal or higher, including the neutral importer, sells a good. Then you subtract the appeal by one, and everyone with that appeal sells a good, and so on. If you’ve sold as many goods as you produced, you can choose to sell stored matching goods from your warehouse, but you don’t have to, and you can pass. Selling from your factories is mandatory. Once you’ve sold up to your appeal or passed, you can’t sell any more. Continue distributing the demand until everyone has sold their max or passed or the demand is gone.
If there isn’t enough demand, ties go to the player who has the most appeal, with the importer going last. If players have tied appeal, the sale goes to whoever has higher quality, and if it’s still a tie, all tied players get to sell.
For example, during the bread cycle, red and blue will produce and sell, while the other two players will not produce or sell, since they have no factories. The demand is 10. Red can produce 2 goods, and blue can produce 6. The goods are sold as follows - Red sells 1, then red and blue each sell 1. Since red cannot produce any more, they cannot sell any more. If red had bread in their warehouse, they could choose to sell it. Now blue and the neutral black each sell 1. This continues twice more, until there is one more demand. Since blue has higher appeal than black, blue sells the last good. Blue sold 5 goods, so they have 3 left over from production. Leftover produced goods can be shipped or stored in open spaces of the warehouse.
When you sell, you get money equal to the price times the goods you sold.
Stock Movement and Paying Wages [9:29]
Each player who sold one good must increase their share by one. Each player who has sold two or more goods increases their share again. If a single player has the most appeal, including the importer, and they sold at least one good, they increase their share again. If a single player sold the most, they go up one. Ties don’t count.
Then, you pay all workers and machines in the active factory even if they didn’t produce. Machines cost 1 pound each and workers cost 2 to 5 pounds each, depending on the lowest open space on the job market.
Next the temporary distribution markers are reduced by 1 and appeal is adjusted. If the appeal is now less than 0, the price must be adjusted so that the appeal is 0 and the share value of the company is reduced by 1.
Shipping Active Goods [10:00]
Now, players have a chance to fulfill contracts of the active good. Using up to two ships, you can fulfill the contract of the active good similar to the previous shipping section, except you don’t have to pay administration costs, and your capacity is the sum of both your ships if you use both. Note that if you use two ships, you need to move your stock marker back two spaces, one per ship. The contract is removed after being completed, and you get money equal to the cost of your factory for each good.
Contracts of the active good that are unfulfilled are now increased by 1 space. If the contract was already on the last space, it remains there and the player must move their stock down 2 spaces.
Finally, you can store excess goods on your warehouse. In order to store a good on the warehouse, you need a worker in the appropriate column or row. For example, if I have these workers in the warehouse, I could store 3 of each good, plus 5 more bread.
Any goods you cannot store get returned to the supply without compensation.
End of Cycle/Round [10:42]
The cycle ends and the starting player goes clockwise. After the 4th cycle, the round ends.
When the round ends, all players receive their played action tiles back, pay wages for their workers in the warehouse and on ships, choose to fire those workers, and an event happens. One of these events will be Bureaucracy, which blocks the 2 pound administration space for everyone for the rest of the game. The player with the least valuable stock portfolio determines the new start player.
Obsolete Factories [11:01]
At the beginning of decades 1790 and 1810, some factories become obsolete, indicated here. In each factory that is obsolete, you must hire 2 workers from the fired workers space, placing them next to the factory. They may not be fired and must be paid whenever the factory produces. After upgrading an obsolete factory to the current level, the extra workers are placed in the fired workers space.
Edge Case - Unused Workers [11:17]
In the last round, 1810, if you place workers on a factory that has already been activated that round, place a worker from the first column onto the factory icon to indicate they have not been used. If you produce with that factory, which you can only do with the gray production action marker, then you move the worker back. You still use the first production row regularly. If you don’t produce, you’ll lose shares at the end of the game for workers on the factory icon. This rule prevents players from creating an artificial demand.
Emergency Sell Shares [11:38]
If you do not have enough cash for an action or cost, you must emergency sell shares to do that action. You cannot sell more than required. For each share sold, the stock goes down by the first digit. For example, if I wanted to build factories for 25 pounds and I had no money, I’d need to sell 2 of my shares at 19 pounds each to get 38 pounds. Then, since I’m on space 28, I move the share price down two per share I sold, so it goes down to the 24 space.
If you don’t have any shares but need money, you can get a 10 pound loan by placing shares from the bank on the stock track. Then move the stock value down by 1 for each loan taken. The stock track cannot go lower or higher than min or max value.
End of Game [12:08]
At the end of the game, each player gets one final stock action, allowing them to sell any goods from the warehouse and buy as many stocks as they can.
For each factory that has a worker on the factory marker from not producing, you lose 4 spaces in stock and return 2 shares to the bank.
For each contract you haven’t fulfilled, you move your stock back as much as the value of the contract.
Anybody with loans loses the game. The winner is determined solely by value of portfolio, the number of shares multiplied by your stock value. The tie breaker is cash.
And that's how you play Arkwright. Check out the link for setup and tile explanation. Check out our website for more videos, podcasts, and blogs. Thanks for watching Board Game Blitz!
This video will go over the setup for the Waterframe game. The rulebook has predetermined setup, but we will go over the general setup.
Remove from Game [0:07]
Return the advanced action marker Stock Exchange to the box.
In a 2-player game, remove the following from the game:
Navigation Acts, Economic Crisis, Hamburg Credit Crisis, and Opium War events
The economy markers with the red 3’s
Two sets of light and dark gray action markers and all the ships with capacity above 2
In a 3-player game, remove the following from the game:
One set of light and dark gray action markers
Place the game board on the table and put the time token on the 1760 space. Put the End of Game event marker face down on the last event space.
Put the Special Marker mat with the Water Frame side face up near the board, with the time token on the I space. Put the ships on their appropriate spaces. Shuffle the light gray action markers and put one marker face up on each spot of the light gray spaces on the special marker mat, according to the number of players. Do the same with the dark gray markers. Return the leftover markers to the box.
Put the Charisma and one Inventor developer tile next to the special marker mat. Shuffle the rest of the development tiles and randomly draw 26 more in a 4-player game, 19 in a 3-player game, or 12 in a 2-player game, and place them face up next to the special markers mat. Stack identical tiles, and if there are as many identical tiles as players, remove the last one and draw a replacement. Put the rest of the tiles back in the box.
Put the Bureaucracy event marker aside and shuffle the rest. Put one event marker face down on the 1800 space, and shuffle two more with the Bureaucracy event marker, putting those three face down on the other event spaces. The rest of the events aren’t used in the game.
Shuffle the economy markers by good type and place one on each appropriate space face down on the board. The rest aren’t used.
Put the four black neutral importer tokens on each 0 space of the market share table. Place one worker on each space of the job market. Remove workers from left to right, top to bottom depending on the number of players: 4 workers in a 4-player game, 8 in a 3-player game, and 12 in a 2-player game. In a 2-player game, 8 of those workers are removed from the game. The rest of the workers go to the fired workers space.
Put the money, goods, and machines in piles next to the board.
Workers are limited to the supply, but money, goods, and machines are unlimited.
Each player gets a player mat, a set of factories, 4 distribution and quality markers, and the following of their color: 8 cubes - price and appeal indicators, a share indicator, the 6 action markers, and 15 shares of stock. The other 15 shares of stock begin in the bank. Each player also gets a harbor mat and one of each contract marker. In a 2-player game, the harbor mat is flipped to the 2-player side.
Each player puts their 4 price indicators on their player board next to the price scales, their 4 appeal indicators on the 0 space of the market share table, and their share indicator on the 10 space of the share track.
Randomly determine a start player and give them the start player token.
Preparation Round [2:24]
Now players will build their first two factories and sell stock to get their starting money. You can use the predetermined setup in the rulebook or players can choose for themselves.
Move the timetable indicator to the first foundation space. In player order, players choose a level I factory to build. To build a factory, take it and place it on your factory mat. The quality of the factory is the same as the price, shown here, but you don’t pay for the factory until the end of the round. Take workers from the job market to fill the first two production columns of that factory, indicated by the symbols beneath. Whenever workers are taken from the job market, they’re taken from left to right in each row starting with the top row. After you build the factory, determine the selling price by placing the price indicator on the price scale. Then move your appeal marker to equal the quality minus the price.
Once everyone has built a factory, move the timetable indicator to the second foundation space. In reverse player order, players build a second level I factory, following the same steps. Each player can only have one factory of each good type.
Move the timetable indicator to the stock exchange space. In reverse player order, each player sells some of their 15 shares to the bank at 10 pounds per share to get start-up capital. Each player has to sell at least enough to pay for their starting factories. After you sell shares, you can take a special marker - either a light grey action marker or a ship from row I of the special markers mat, or one of the development tiles.
Move the timetable indicator to the paying for factories space. Each player pays their factory costs to the bank using their start-up capital. Then move the timetable indicator to the 1770 decade space, and begin the game.
Beginning of Cycle [3:42]
At the beginning of each cycle, move the timetable indicator to the next space, which indicates what good is active. Flip the economy marker over. Advanced the neutral importer marker of the active good the number shown on the economy marker, in black. Also, return the number of fired workers shown in red, from the fired workers space back to the job market from right to left, bottom to top. If there aren’t enough workers in the fired workers space, return all of them.
End of Cycle and End of Round [4:04]
At the end of the first three cycles in a round, the starting player token passes clockwise. Then start the next cycle. At the end of the 4th cycle, go to the end of round phase.
When the round ends, all players receive their played action tiles back. Players pay the wages for the workers in the warehouse and ships according to the current market price. After paying workers on ships and warehouses, you can fire as many as you want, putting them in the fired worker space. If you fire workers from a ship, you need to return the ship to the special marker mat. If your warehouse cannot hold goods anymore, you need to return them. Then the event marker is flipped and resolved.
The player who has the least valuable stock portfolio, determined by number of owned shares times the price of the shares, determines the new start player. If tied, the player with less cash determines it, and if there’s still a tie, the player who sits farthest from the current start player determines the new start player.
At the beginning of decades 1790 and 1810, some factories become obsolete, indicated here. In each factory that is obsolete, the player must hire 2 workers from the fired workers space, placing them next to the factory. If there are not enough workers in the fired workers space, then hire from the job market. If there are not enough workers left, the available workers are distributed among the factories in turn order, beginning with the start player. If a player has multiple obsolete factories, start with the upper-most factory. For each worker that could not be hired, the player needs to pay 5 pounds to the bank.
When the timetable indicator reaches the End of Game event marker, everyone takes a final stock exchange action, selling any remaining goods in their warehouse at the fixed prices and buying any of their stock.
Development Tiles [5:22]
The brown tiles are development tiles. You get these when you get the extra action to take a special marker. You can only have 4 development tiles at a time, but you can switch them out when you take a new one. You cannot have two of the exact same tile.
Most development tiles are passive abilities. If they have this red star, it is a one-time use action, so you return the tile to the supply once you’ve used it.
If you have the Charisma tile, you win ties when determining who sold the most goods and who had the most appeal during production, so you’ll go up in stock even if tied. Also, you can return the tile to determine the new start player at the end of a cycle or the end of a round. If this is done, neither you nor the new start player can take the Charisma tile during your next action.
The inventor lets you modernize a factory or get an advanced action marker or ship at a level higher than the current one. When you take the inventor tile, you must pay 5 pounds to the bank. After you use it once, you can either return it to the supply, or pay 10 pounds to keep it. After the second time, it’s 15 pounds, and then 20. If you use it four times without returning it, then you must return it. Taking a special action and modernizing a single factory beyond the current level each counts as one use of the inventor. You cannot build a new factory with the inventor - you have to build at the current level first and then modernize with the inventor.
When you do the factory action and have this tile, you reduce the cost of building or modernizing each factory by 5 pounds. Each factory can only use the developer once, even if you’re modernizing it multiple times with the same action. The developer and inventor don’t stack: you cannot get a discount to modernize a factory beyond the current level. If you use the developer, you must return the tile to the supply after the action.
If you have the Administrator, you can use the 2 pound row of the administration chart even after the Bureaucracy event is out. Also, when you reuse an action, you do not pay the additional 2 pound fee.
With the Accountant you can raise or lower the administrative costs by up to 2 pounds when you place your action markers. The actual amount you pay with the 2 pound modifier counts towards the effectiveness of the actions for distribution, quality, and so on. The extra fees for reusing an action still don’t count towards the action.
Normally the maximum quality marker is 4. The engineer raises the max to 6 for all your factories. Even if you discard it, you will keep whatever levels you obtained while you had it. Also, you can choose the administrative costs when you do the quality action, no matter where you place the marker on the administration chart.
The Patent can only be used as part of the distribution action. You can do one of two things: add 2 pounds to the administration costs for free to use towards the distribution advancement, or return the tile to the supply to increase two distribution levels, no matter what level they are.
If you return the Extra Shifts, one of your factories can produce one extra good during the production phase or during a production action.
The Small Warehouse lets you store up to 5 goods tokens without using the large warehouse. You store them on the right spaces of the price scale of the corresponding factory. You can move goods between warehouses at any time. If your price is set so that there aren’t enough price spaces to the right of it, you cannot store those goods.
There are four Patron tiles. They count as different tiles, so you can have multiple. Each one allows you to sell one extra good of the indicated type during the production phase, regardless of your appeal. These sold goods go towards the count for share value increase at the end of the phase.
If you have the Engineering Works, you get one pound from the bank for each machine another player buys, but not for your own machines.
If you have the School, when you use the machinery action, any workers you replaced can be moved to another production column, a different factory, or the warehouse instead of to the fired workers space. You cannot replace these moved workers with machines in the same action. Additionally, you can shut down the highest operating production column of a factory during the production phase. It will not produce any goods, and you will not have to pay the workers and machines for that column.
This tile’s effect only applies to one factory, so you place a good token on the factory you choose to indicate that. When you pay wages for that factory, worker wages are lowered by 2 pounds each, to a minimum of 1 pound each, for up to four workers.Instead of taking a special marker extra action, you can move your foreman to a different factory.
The workshop gives you 3 pounds extra administration cost for free when you do the machinery action. Additionally, you pick one factory for the workshop to affect and place a goods token on it. When you pay wages for that factory, your machines cost 1 pound total no matter how many machines are in that factory. You can transfer this to another factory instead of taking a special marker extra action.
This allows you to fulfill all your contracts at plus or minus one good each.
When you have this, you get an extra 5 pounds whenever you ship and fulfill at least one contract, either in a shipping action or during the production phase. The extra is once per action, even if you fulfill multiple contracts or use multiple ships.
The Broker lets you do a shortened stock exchange action at the end of each decade, after the event happens. You can sell stored goods at the fixed price, and you can buy or sell shares. Additionally, you can return the broker to the supply instead of taking a special marker additional action, and then buy up to two shares at half value, the total rounded up.
Event Markers [9:31]
At the end of each round, an event marker is flipped and resolved, affecting all players.
The Bureaucracy event marker is in every game. This blocks the 2 pound row of the administration chart for all the players for the rest of the game, unless they have the Accountant development tile.
The End of Game marker is always the last event. Each player does an abridged stock exchange action, selling goods from their warehouse and buying shares.
When War of the Continent is revealed, each player raises the distribution marker by one level in each factory, and raises the price by 1 pound, so appeal stays the same. If distribution is already at 4, then don’t raise the distribution or the price.
The Crown Jubilee event is like a patron: in the next decade each player can sell one additional good of any type during the production phase.
This event lets everyone take a special marker, starting with the starting player and proceeding clockwise.
With Made in England, starting with the start player and going clockwise, each player gets one distribution level. This is repeated, so everyone ends with two distribution levels. Appeal is adjusted accordingly. If a player is already maxed out on distribution, they get no benefit.
The Royal Society gives each player 4 pounds per level in their most advanced factory and 2 pounds for each of their development tiles.
When Navigation Acts comes out, move all the importer tokens back two spaces in the next round, but not below 0. Then move the event marker to the event space of the next round. When the timetable indicator reaches this, all the importers advance two spaces.
For the Hamburg Credit Crisis, each player pays the bank 10% of their cash, rounded up.
In player order, each player must remove one machine from one of their factories, and replace it with a worker from the fired workers space. If you have no machines, you’re not affected. If there aren’t enough workers in the fired workers space, take from the job market. If there aren’t enough, then machines are replaced until the workers are gone.
The Opium War event affects the next round. The capacity of all ships is lowered by one for that entire round. At the end of that next round, each player loses a ship of their choice after they pay for their ship crews. If you don’t own a ship, you’re not affected.
The Recession causes each player’s share value to go back two spaces, to a minimum of 0.
When Social Unrest is revealed, each player must pay 1 pound for each worker he has.
Threat of Strike affects the next game round. Each worker’s wages is raised by 1 pound for that decade.
When the World Exhibition event marker is revealed, remove 4 workers from the job market, or the fired workers space if there aren’t enough, and return them to the box. They’re removed from the game. If there are fewer than 4 workers in the job market and fired workers space, remove them all.
Here, move 5 workers from the fired workers space back to the job market. If there aren’t enough workers, move them all.