We come to the web home of the Market Cycle Expert.
Here, you will find the game rules, how to play guides, graphics, component descriptions and release information. Plus more as the need arises
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There is a digital version of the game linked below.
https://tabletopia.com/games/market-cycle-expert-6pfjgi/play-now
COMPONENTS.
1, There are 5 cash denominations.
50 1CR cards, 50 5CR cards, 50 10CR cards, 50 50CR cards, 50 100CR cards. CR is an abbreviation for credit and will be used in the remainder of the instructions and is used on the cards.
2, 55 Resource business licenses 11 cards for each of 5 resources. Iron, oil, natural gas, wheat, livestock, each card has a single number corresponding to the available combinations of 2 six-sided dice, i.e. 2 to12. Players collect resources during the rolling of dice if they hold a business license with the corresponding number when the dice is rolled.
3, 100 resource cards of five types – Iron, oil, natural gas, wheat, livestock.
4, 2 Dice.
5, 4 Turn order cards. These are assigned to each player according to the turn order determined in the auction.
6, 70 Event cards. Event cards change the market between, bear, normal and bull market. 25% bear, 50% normal, 25% bull
There are random positive or negative outcomes, discards are not recycled.
7, 50 Asset cards. One way to win the game is to buy assets with card and resources. This gains you both cash income and victory points.
8, 25 Multiple resource tech cards (Impacts card buyer only). This card costs 200CR. These cards impact all resources for the player for the entire game unless the player loses the card. Each tech card adds one card to the cards you collect when you match the dice. Thus if you have 2 tech cards on iron, you pick 3 iron cards each time you match the dice.
9, 25 Single resource tech cards (Impacts card buyer only). This card costs 50CR. These cards impact only resource for the player for the entire game unless the player loses the card. It is locked to one resource for the entire game and cannot be switched. Each tech card adds one card to the cards you collect when you match the dice. Thus if you have 2 tech cards on iron, you pick 3 iron cards each time you match the dice.
10, 30 Investment cards,
These cards cost 50CR and you get a positive, neutral or negative outcome from the investment. 67% positive result, 2% neutral result, 27% negative result. Discards are not recycled.
11, Contracts, 30 contracts. Players must have at least one contract card with conditions to fulfil before the end of the game.
Set Up
1, Shuffle assets deck and lay out 5 cards.
2, Split the resources into 5 sets according to their type and lay them out above the assets
3, Split the resource licenses into 5 sets according to their type and shuffle each set, then lay them out under their matching resources face down.
4, Lay out the Tech decks where you wish, but split them into single and multiple decks.
5, Shuffle the events deck and lay it beside the resources.
6, Shuffle the investments deck and lay it beneath the events deck if convenient.
7, Give each player a price list and actions list.
8 Give each player 5 1CR, 3 5CR, 5 10CR 1 50CR total of 100CR starting capital.
9, Deal 5 contracts to each player. Each player can return up to 4 contracts to the deck. Once all players have decided, re shuffle the contracts deck.
Objective
The game ends when any player has 10 assets and the winner is the player with most victory points, from asset cards, start tokens, and honours.
Any player can exceed 10 assets in the round where the end condition of 10 assets is triggered. The game also ends if all assets are taken.
The player with the most honours gets 20 victory points. Auction winners also get 5 victory points per win.
Actions Per round
Phase one
1A, First give each player 100CR, Plus their income in resources or credits from assets or investments (This means players starts the game with 200CR).
1B, Then all players bid for the right to be the first player. The winner of the auction begins the game. The minimum bid is 5CR. Non bidders cannot pick a license card during the round that they do not bid.
The highest bid wins, however, each bidder pays over their bid as the cost of picking the license.
2, Lead player picks one start token worth 5 victory points. Please award each player the appropriate turn order card.
3, The lead player should first turn face up the top cards for each resource license deck. Then lead player picks 1 resource licence card from the face up resource cards, followed by the other players in bidding order, highest to lowest.
4, The license cards are marked 2 to 12, the objective is to match a throw of two dice to these numbers and then pick resources when you match.
Phase two: Each players turn (Proceeding in bidding order)
5, In bidding order, each player throws 2 dice 1 time. All players may pick any resource that matches their resource licenses.
6, If the dice thrown matches 8, the Event card must be picked by the player whose turn it is.
7, The player can take 1 action after the dice throw, this is not mandatory.
Available actions
8, sell/buy resources using the active deals. You may either buy or sell, but not both, in the same turn. You may do as much selling or buying as you can
9, Buy as many tech cards, single or multiple action as you wish. Note, the max tech level available for any individual resource is 2 tech cards.
10, Buy as many assets as you can afford.
11, Buy as many investment cards as you can afford, the investment deck is not recycled.
12,Pick 5 contracts and keep at least 1.
Game End. The game ends in the round that any player achieves 10 assets.