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UUW: Agree On A Utility Work Scenario To Play, or Use It For Handicapping
UUW: Agree On A Utility Work Scenario To Play, or Use It For Handicapping
Setup
1. Module and tile displays, left of the gameboard:
a. Check the notepad on the board to see which service hubs to stack face down by type (use all of each type). Flip the top tile of each face up.
b. Stack the treatment rooms face up in arbitrary stacks.
c. Stack 4 supply rooms per player face up.
d. Stack a number of special modules (ICU: including ICUs), per the player count, face down by type, then flip the top tile of each face up:
1p: 1 each of 2 different, random special modules 3p: 2 of each
2p: 1 of each 4p: 3 of each
e. Stack/pile the other things listed on the left side of the board somewhere near there.
2. UUW: Agree on a utility work scenario to play, or use it for handicapping.
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Clinic Deluxe holistic summary by Nathan Morse version 2.0
General Rules
● Adjacent always means orthogonally adjacent, unless specified otherwise.
● Patients range in criticality from white to red (red is critical). Each color difference between the doctor and the patient requires 1 nurse.
● Each employee or patient (H: except elders) that enters your clinic or pre-admissions comes with a car you must park either on an empty street
(a border at the edge of ground-floor space(s) that have no modules (UUW: or holes]), or in a parking space. If you can’t park it, they don’t come!
● When you need Floor 2, Floor 3, 4F: or Floor 4 just take it and extend your player board with it.
Play — The game lasts 6 rounds, and each round plays as follows:
1. Actions (You will end up doing this 3 times each round!)
a. Everyone simultaneously: Pick an action tile you haven’t already used this round; place it face down. Everyone reveals simultaneously.
b. Execute actions left to right on the board (if several players picked the same action, go in turn order):
i. Build: Build up to 2 components, paying the costs indicated on your board on which you build it.
● Support: To build a module above ground floor, the same space on the floor below must have a module (P: or pillar).
● No matches: Same-type (same color) modules cannot be adjacent, not even above/below!
● No obstructions: You cannot build a module in a space whose border has a car on it, or in a space with something in its middle.
● Separate building: Once you build a separate building, you can’t build a module that would connect it to another building.
● Service hub: Each floor of each building can have only 1 service hub.
● Treatment room: Immediately after you build it, you can buy an adjacent supply room, which doesn’t count as 1 of your builds.
To be available for use, it must be adjacent to a service hub on the same floor, as well as a supply room (above/below OK).
● Supply room: A single supply room can support several adjacent t reatment rooms.
● Special module: Each player can only build 1 special module per turn.
● Operating room: To be available for use, it must be adjacent to a service hub on the same floor.
● Garden: Must be built in an empty ground-floor space (cars parked around it are OK) or in a space atop a garden.
● Helipad: (5-way ingress/egress) It must be built in the empty space atop a module, but no construction is allowed atop the helipad.
● Entrance: First entrance must point at a ground-floor service hub; subsequent entrances can point at any ground-floor module.
● Conveyor: First build must be two orthogonally aligned “stops” (but still only $2); subsequent ones must align with a stop.
● J: Move conveyor: Spend 1 component build. A janitor in a module with a conveyor moves it to any module in the same building.
● Parking: Must be built in empty ground-floor space (cars parked around it are OK). When built, you may move cars into it.
● FE: Extinguisher: Must be built on a module type that cannot directly treat patients. It costs $2 + floor to build.
● P: Pillar: Must be built in an empty ground-floor space (cars parked around it are OK), or space atop a pillar or module. Not only
can you build this as a normal component, but once per round, you may build one in addition to your normal 2 components.
● ICU: ICU: To be available for use, must be adjacent to a service hub on the same floor.
● STV: Satellite dish: Must be built in the empty space atop a module, but no construction is allowed atop the satellite dish.
ii. Hire
● OB: You may skip the next step to admit 1 pregnant woman, park her ambulance, and gain 1 popularity.
● Pay the cost associated with their spaces to hire 1 doctor (WD: the workaholic doctor costs 2×, i.e. $8) (J: or 1 janitor) (℞: or buy 1
capsule) and/or hire either 1 nurse (from the current round’s column) or 1 orderly. Put each new hire on any entrance or helipad.
● ℞: If you bought a capsule, place it in the service hub of your choice.
iii. Admit Patients: Your queue points (QP) = 1 + the number of entrances and helipads you have. Appointment queues immediately
advance rightward to fill gaps whenever gaps appear.
● +: You may (for 0 QP) first move 1 patient from the ambulance parking lot to any of your pre-admissions services, and then must
park the ambulance. Afterward, continue to perform your normal Admit Patients action.
● Admitting the rightmost patient in a queue (red column) to your pre-admissions for that service is 1 QP.
● Swapping two things (patients and/or empty space) that are orthogonally adjacent on the notepad is 1 QP.
c. New patients schedule appointments: Top to bottom, each service gets 1 new patient drawn from the bag in its rightmost empty space (if
any). If the action marker is on 3, continue to Move; otherwise, advance the action marker and do this phase again.
2. V: For each service, if total patients for all players in its pre-admission > 2 × player count, place a virus left of that service’s row on the notepad.
3. OB: The player with the most popularity gets −2 popularity for each pregnant woman still in the university. Return them to the obstetrics board.
4. Move — Agree whether to move simultaneously or in turn order. Move per to the options on the board, advancing your time marker as you do.
a. Z: All zombies in your clinic must move before anyone else, to an adjacent module / ground-floor space, which takes no time.
b. Z: No one can move into a module or space with a zombie in it.
c. People cannot be left roaming outside.
d. People can walk through modules that are at capacity (UUW: but never through public works).
e. WD: A treatment room with a workaholic doctor has higher capacity for yellow or white patients (but not both at once): 3 yellow; 4 white.
f. BT: An employee in an otherwise empty service hub can spend 3 time to lie down in preparation to give blood.
g. BT: A nurse can carry blood to a treatment room. Carrying does not make the move take more time.
h. BT: A nurse can drop blood off in a treatment room. Dropping it does not take any time.
i. FE: Each time anyone moves or conveys into a module with an extinguisher, it takes 1 extra time (conveying through it doesn’t trigger this).
j. (Except for outpatient services) People must enter your clinic through an entrance or helipad (E: elders can’t use helipad); travel from
pre-admissions to an entrance or helipad is always 0 time (E: 2 time for elders to go to an entrance from the hospice), but people can also
walk between buildings (1 time per space; E: 2 time for e lders), even if they have no entrance.
k. A: Each doctor, nurse, and orderly (other than those just hired) can spend a total of 1 time to move to an entrance (not a helipad) to take a
break. Move groups of 1–3 of them to the Dormitory or Cafeteria; each group takes 1 time to go to its destination (thus 2 time total).
l. Each triage subtracts 3 (minimum 0) from the time you spent this turn.
m. Z: At the end of Move, anyone in a space with a zombie (unless it is 1 doctor in a lab with 1 zombie) is removed from the game: Lay them
near your board, and leave their cars parked! For each patient that dies this way, −5 popularity.
Legend light green A The Extension: Amenities purple V The Extension: The Virus
black Clinic Deluxe base game red + The Extension: Ambulance sky blue STV The Extension: Satellite TV
blood red BT Clinic Deluxe: Blood Transfusion orange UD The Extension: Urban Design blue ICU The Extension: Intensive Care Unit
bright red FE Clinic Deluxe: Fire Extinguishers gray J The Extension: Janitors brown UUW The Extension: Underground Utility Work
violet WD Clinic Deluxe: Workaholic Doctors green ℞ The Extension: Pharmacy tapestry OB The Extension: Obstetrics
bright green Z Clinic Deluxe: Zombies in a Clinic beige H The Extension: Hospice magenta 1p The Extension: Solitaire Mode
turquoise 4F The Extension: 4th Floor charcoal P The Extension: Pillars
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Clinic Deluxe holistic summary by Nathan Morse version 2.0
5. Business
a. Patient Care and Income — Keep income below your player board until this phase is done, then move it left of your board.
i. In outpatient services, doctor color does not matter. 1 doctor can treat 1 patient, and you earn $6 regardless of patient color.
ii. In each treatment room, operating room, ICU: and ICU, assign a doctor*† to each patient, and a number of nurses to each doctor. A
doctor needs 1 nurse for each color the doctor differs from the patient (e.g. red-to-red: 0, red-to-white: 3, orange-to-yellow: 1).
* ℞: If this is a treatment room with no doctor in it, use a nurse + capsule combo as if it were a doctor the color of the capsule.
†
OB: Each pregnant woman requires 1 white doctor and 1 yellow doctor; nurses can make up color differences, as usual.
● WD: A workaholic needs no nurses, and can treat either 1 red, ≤ 2 orange, ≤ 3 yellow, or ≤ 4 white patients. Then, lay him down.
● E: Elders count as normal patients for all module capacity concerns.
● E: An elder will not accept treatment if any other patients or elders (OB: or pregnant women) are in the same treatment room.
● E: 1 nurse is required to treat an elder. A doctor cannot do it; however, it’s OK if a doctor and/or other nurses are present.
iii. OB: Each untreated pregnant woman gives birth without your help: −2 popularity.
iv. BT: A nurse in a treatment room with blood but no doctor can treat 1 patient. Return the blood to the supply. Patient improves by 1
level (thus white goes home), and stand the nurse on the patient to remind you to earn income below for successfully treating the patient.
v. For each successfully treated patient:
A. (Skip for outpatient services) Get income based on the patient color: $32 $20 $12 $8 (E: $10 ) (OB: $10 ).
B. If treated in a treatment room, for each adjacent garden: +$2; FE: for each adjacent extinguisher: +$3..
C. STV: If treated in a patient room with a satellite dish directly above it on any floor: +$3.
D. ICU: If treated in an ICU, the patient improves 2 levels, and you get paid. If the patient is still not healed, skip the next step.
E. The patient takes a parked car (E: elders don’t) and leaves the game (OB: return the new mother to the obstetrics board).
vi. E: Each elder in your hospice: +$2.
vii. BT: Place a blood by each employee lying alone in a service hub. If there’s not enough, go in turn order.
viii. Z: In each treatment room with 2 yellow patients but neither doctors nor nurses, replace the 2 patients with 1 zombie. If there aren’t
enough, first in turn order goes first.
ix. Z: 1 doctor in a lab with 1 zombie can cure the zombie, earning $32. Keep the zombie near your board, and lay the doctor down.
b. Expenses — Pay from your income this turn; then, your savings; then pay 1 popularity per $ you owe; if that hits 0, ignore further expenses.
i. Pay your employees: $4 $3 $2 $1 $1 $1 (J: $1 ).
ii. Each module and garden in your clinic costs $1; however, each o rderly (A: that is not on break) reduces that total by $3 (min. $0).
iii. J: If you have any conveyor, pay $1+$F+$b, where F is the highest floor in all of your buildings and b is the number of buildings that can
treat patients; however, each janitor reduces that total by $3 (min. $0).
iv. Each operating room you used costs you an additional $2.
c. Gain Popularity — In turn order, you may buy popularity from your income this turn: $3 per 1 popularity.
d. A: Cafeteria Income — Each doctor, each nurse, and each staff there earns you $6.
6. Administration
a. Advance the round marker on the ↻ track.
b. Reset the action marker to 1.
c. V: Pre-Admissions: For each service with a virus, each patient in that service’s notepad row, players’ pre-admissions, or a treatment room
by that service hub worsens twice. Each patient that dies, −5 popularity, and a car goes away. Return the virus from notepad to virus board.
d. Appointments: Return the patient in the rightmost space (marked with an ✕) of each row to the patient bag.
e. +: Ambulance Parking Lot: Fill the spaces ≤ player count with ambulances and random white/yellow patients from the supply (not bag).
f. University/Dormitory: Each doctor at the university (A: or dormitory) levels up per the chart there.
g. OB: University: P1 chooses how many pregnant women will be in play for next round. Place them in the rightmost spaces ≤ player count.
h. University: Draw 1 doctor for each [OB: remaining] empty space ≤ player count, then sort the doctors as depicted there. WD: The order is
violet→red→orange→yellow→white. There can only be 1 workaholic there at a time; if you draw > 1, return the others to the bag.
i. University: Remove the round’s unhired nurses.
j. Clinic: Lab: Each doctor in a lab levels up (Z: twice, if it’s standing), giving you 1 popularity. Z: Each doctor lying in a lab stands up.
k. A: Cafeteria: Each doctor at the cafeteria stays the same level.
l. Clinic: Each doctor in any other location levels down. WD: Each workaholic doctor lying down leaves the game (remember his car).
m. A: Dormitory: Groups of 1–3 doctors can move from the dormitory to entrance arrows, spending 1 time per group.
n. A: Cafeteria: All doctors, nurses, and staff return from the cafeteria to entrance arrows in groups of 1–3, spending 1 time per group.
o. Clinic / Pre-Admissions: Each patient (ICU: not in an ICU) (BT: without a nurse standing on it) (Z: that is not a zombie) worsens (ones
already red die, −5 popularity, and a car goes away).
p. BT: Treatment room: Take all nurses off patients, and stand them beside the patients in the treatment room.
q. ℞: Pharmacy: Remove remaining capsules from the game. Draw capsules from the capsule bag per the pharmacy board and player count,
and pile them in their price spaces.
r. New tiles: For each special module and service hub stack without a face-up tile, flip the top tile face up.
s. Reset turn order: Least popular goes first, most popular goes last. Tiebreaker: First to the space is more popular, and thus goes later. If turn
order didn’t change from the prior round, make the last player first, shifting everyone else 1 later in turn order.
Game End — Score popularity per the lower-right corner of the board, i.e. for the following (f = floor number; ground floor f = 0):
● Employees: +5 +4 +3 +2 +1 . ● UD: If you have modules (P: and/or pillars) in at least all of the
● Buildings: +8 for each additional building able to treat patients. positions on your Urban Design card, gain the positive popularity;
● Treatment rooms: +2×f for each patient room adjacent to both a otherwise, the negative.
service hub on the same floor and a supply room. ● Z: Each zombie in your clinic: +9.
● Patients (including pre-admissions): −8 −6 −4 −2 . ● 1p: If you achieved your goal, rank yourself per your score:
● E: Each elder still in hospice dies: −5. 0–20 21–20 31–40 41–50 51–60 61–70 71–80 81–∞
● Time Spent: −1 for each 3 time (as indicated on time spent track). orderly nurse intern resident fellow surgeon attending CEO
Revision Log
1.1 Small cleanup.
2.0 Corrected prosperity to popularity. Added solitaire ranking (moved legend to accommodate it). Corrected time spent penalty. Corrected scoring sequence. Added stagnant turn order shakeup.
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