Power Grid

power grid

 Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. Steps and rule changes
  5. End Game
  6. PDF Manual


Power Grid is a network building and resource management game. Each player represents a power company that aims to be the most profitable and efficient at delivering energy. The player who supplies electricity to the most cities wins.

 Set Up

Board set up

  • Decide which map to use, and which areas
  • Starting with the highest value spaces, place:
    • 24 coals (brown)
    • 18 oils (black)
    • 6 garbage (yellow)
    • 2 uranium (red)
  • Take power plants 3-10 and place in 2 rows of 4 in ascending order. The top row is the Current market, the bottom row is the Future Market.
  • Remove Step 3 card and power plant 13 from deck, shuffle the remaing cards and place 13 on the top, step 3 on bottom.

Player set up

  • One overview card
  • Wooden houses
  • 50 Elektro

Place one wooden house on scoring track and one on turn order.


Each round of the game has 5 phases. Each phase has a specific turn order

The phases are:

  1. Determine player order
  2. Auction power plants
  3. Buying resources
  4. Building power plants
  5. Bureacracy

Determine player order

The first player is the player with the most cities. Tie is broken by player with largest numbered power plant.

Auctioning power plants

Starting with the first player, then clockwise order, choose a power plant from the current market to bid on. Minimum bid is number on power plant. Power plants are refilled and rearranged in ascending order after each successful bid. If a player does not choose a power plant to start an auction, they are not able to bid on future auctions for this round. If a player has already bought a power plant, they are not allowed to bid or offer a plant for auction. Maximum of 3 power plant at any time. Resources on discarded power plant may be redistributed if possible or discarded. If no power plant is sold in a round, the lowest plant is discarded (see “times where market is adjusted).

EXCEPTION:For the first round, the player order is rearranged after this phase. Each player must buy a power plant this round

Buying resources

In reverse player order, players buy resources from market. Each power plant can store twice as many resource as needed to produce power once. Resources can be rearranged anytime.

Building power plants

In reverse player order, players add cities to their network on the map. For the first round, each player chooses a new city and place it on the 10 spot and pay the cost. All future cities must connect to previous cities. Player must pay cost of connection plus cost of lowest city space.

Use the following rules when building cities

  • A player may build as many cities as they can afford. All cities are connected in one turn
  • Each city can only be occupied by 1 player until Steps 2 and 3 occurs
  • A player may add any city to the network as long as connection cost is paid
  • Players do not have to choose starting cities in the first round
  • Update scoring track whenever city is connected
  • Remove any power plant in market with lower number than number of cities for any player, draw new plant


  • Earn cash according to number of cities powered as stated on overview card
  • Discard used resources used for production
  • Resupply the market according to resupply table, starting from the highest value space
  • Place highest valued power plant from market to bottom of deck

 Steps and rule changes

Step 1 – Game start

  • Each city can only have one house.
  • Use resupply table for Step 1

Step 2 – Target number of cities built

  • Remove lowest numbered power plant and redraw
  • Each city can have 2 houses
  • Use resupply table for Step 2

Step 3 – Step 3 card is drawn

  • Use resupply table for Step 3
  • Each city can have 3 houses
  • Market has 6 plants, all available
  • Discard lowest plant during bureacracy instead of moving the highest
  • Deck may run out, game continues

 End Game

The game ends when one player reaches the target number of cities in phase 4. The player that can power the most cities at that point wins the game. Ties broken by money.