How to Play

Power Grid

2-6 players 120-120 min 7.8 Board Game Geek Rating

Players build electrical networks by connecting cities and purchasing power plants through auctions. As better plants become available, buying early may help opponents access superior technology. Players must also secure fuel resources like coal and oil. Victory goes to whoever powers the most cities when networks reach a predetermined size, balancing plant efficiency, network expansion, and resource management.

Published 2004

Power Grid

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Prepare the initial power plant market
Take out power plant cards 3–15 (or 1–13 with The New Power Plants expansion) and shuffle these cards
2
Create the market display
Draw the top 8 cards, sort in ascending order by number, place the 4 smallest in the current market (top row) left to right, and the remaining 4 in the future market (bottom row) left to right
3
Set aside reserve cards
From the remaining 5 power plant cards, set one aside face down and remove one from the game without looking at it
4
Prepare the main power plant stack
Set aside the Step 3 card, shuffle the other 29 power plant cards, randomly remove 5 cards face-down to the box without looking
5
Assemble the final stack
Shuffle all remaining power plant cards, place face-down next to the market, put the Step 3 card face-down under the stack, then place the reserved card face-down on top
6
Note card strength indicator
The color-coding on the stack's top card shows if it's a stronger plant (light backside) or weaker one (dark backside)
7
Set up the Trust's area
Create a space next to the board for the Trust's power plants
8
Give the Trust components
The Trust receives 16 houses of its own color plus one house for player order (no house on scoring track, no money)
9
Determine starting player
Randomly select the first player and place her house on space 1 of player order
10
Set Trust player order
Place the Trust's house on space 2 (Trust is ALWAYS second in player order throughout the game)
11
Place second player's house
Place the other player's house on space 3 of player order
12
Choose the playing zone
Select a contiguous zone of 3 adjacent areas on the map
13
Place Trust's initial houses
Place 6 Trust houses on the number 10 spaces of 6 adjacent cities using alternating placement:
14
Set up Trust's house supply
Place the remaining 10 Trust houses as a supply next to the game board

On Your Turn

What you can do during your turn.

1
Maintain Trust position
The Trust is always second in player order regardless of network size or power plants
2
Start the auction
The first player chooses a power plant in the current market to auction or opts out
3
Conduct bidding
Only the two human players bid for power plants; the Trust never participates in auctions
4
Trust takes its power plant
After one player buys a power plant OR after the first player opts out, the Trust takes the biggest (fourth) power plant in the current market with no auction
5
Handle Trust's three-plant limit
If the Trust owns 3 power plants, it only takes a new one if the market plant has a bigger number than its smallest owned plant
6
Handle double pass without Trust acquisition
If both players opt out and the Trust does not take a new power plant, remove the smallest power plant in the current market from the game and draw a replacement, then rearrange the market
7
Trust acquires resources
The Trust takes all necessary resource tokens for all its power plants for normal production (enough to supply electricity during Phase 5)
8
Trust storage rule
The Trust never stores resources in its power plants
9
Handle resource shortages
If not enough tokens are available, the Trust takes as many as possible
10
Handle hybrid plants
If the Trust owns a hybrid power plant, it alternately takes 1 coal and 1 oil while both are available (always starting with coal)
11
Respect blocked cities in Step 1
Players cannot connect to the six cities where Trust houses were placed on number 10 spaces during preparation; these become available when Step 2 starts
12
Trust blocks new cities
As long as the Trust has houses in its supply, each time a player connects a new (empty) city, place a Trust house on the number 15 space of that city
13
Blocking effect
The first 10 cities connected by players are blocked during Step 2 and can only be connected by the other player during Step 3
14
Trust does not trigger Step 2
Trust houses only block first or second spaces and do not count toward triggering Step 2
15
Trust returns resources
The Trust places all resource tokens from its power plants back into the supply next to the resource market
16
Resupply the market
Players re-supply the resource market according to the 3-player table

Winning

How to claim victory.

1
Game end trigger
The game ends immediately after Phase 4 (Build Houses) when at least one player has connected 18 or more cities in their network
2
Determine the winner
The player who can supply electricity to the most cities wins (standard Power Grid victory condition)
3
Trust cannot win
The Trust only serves as an obstacle for the players and cannot claim victory

watch & Learn

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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