Welcome to The City. A recent economic downturn has shifted the employment landscape from steady fulltime occupations to short-term, part-time, and contract work. With so many skilled workers searching for a decent job ... actually, any job ... a new opportunity lies in your path. You have recently opened a new temporary employment agency to help place struggling workers in contract jobs. Find workers, upgrade their skills, and Sounds easy in this economy, right? Unfortunately, you’re not the only entrepreneur in The City to have the exact same idea! It’s a competitive race for both money and reputation as you manoeuvre your workers to the front of the employment line to claim Will you dominate The City’s temp agency scene, or join the ranks of the underemployed? OBJECT OF THE GAME As a player in the Worker Placement game, you assume the role of a temporary employment agency CEO who is trying to build your start-up business into a thriving operation. The path to success seems simple enough: hire unemployed temp workers, help At the end of the game, the company that has earned the most money is declared the winner and becomes the dominant temp agency in The City! GAME COMPONENTS hnson Miss Jo The CiTy Game Board You dealt a are still card nexPlayer Order t round, automatic but Positionally claim 1 on the Player Order Tra ck. skills: 1 This game board is where all the action happens in Worker Placement. Within The City are: • 10 buildings where employees can visit during each round to obtain Skills, take Jobs, earn reputation Thumbs, play Business cards, or discard and redraw Business cards • The Peer Networking Group for bidding on discarded Business cards • Number/score tracks for game rounds, player order, income (Cash), and company reputation (Thumbs) • Area for draw and discard piles for Business cards and Job cards a tant to n tive assis The execu large corporatioJ is a CEO in sion, Miss the reces n to work. before retur eager to Skill Card Worker Card Management Card Job: Virtual Gold Farmer Cash: Skills: Sample Cards Description: 110 Cards • 63 Business cards (24 Worker, 23 Skill, 16 Management) • 42 Job cards • 5 Player Order cards 48 Wooden skill CuBes • 12 Clerical Skill cubes (red) • 12 Labour Skill cubes (yellow) • 12 Tech Skill cubes (black) • 12 Life Skill cubes (green) 25 Wooden Player Tokens (5 Coloured seTs) • 15 employee worker tokens (called meeples) • 5 Cash tokens • 5 Thumb tokens 1 hourGlass Token (To TraCk rounds) 5 1 Thumbs: 2 Player Order Card Job Card Clerical Labour Tech Life Skill Cubes Any Skill The multi-coloured Skill cube with three question marks is a ‘wild’ Skill, and represents any Skill of the player’s choice Employee Meeples Cash Token Thumbs Token Hourglass Token PREPARING TO PLAY Place game board of The City in the centre of the table. Sort the four Skill cubes into their respective piles and place them beside the playing area. Place the Hourglass token on the round 1 space of the Time Track. Remove from the small deck of Player Order cards any card number that exceeds the number of players in the game. For example, in a three-player game, remove the cards labelled 4 and 5 (keeping cards 1, 2, and 3). in front of them for future play. Place the wooden Cash token for each player on the $2 space of the Cash Track. Place the wooden Thumbs token for each player on the 2 space of the Thumbs Track. Player 1 Player 2 Cash tokens Space $2 9 0 Play Long Game - 10 11 7 1 6 5 0 x# z - Cash Track DRAW 55 8 6011 12 7 8 Fill A Job x# 9 8 4 5 - 7 8 x# 4 Standard Game 55 2 7 3 + x# - - 5 6 2 4 - x# 5 Short Game Discard & Draw 4 Hourglass token Round 1 2 3 50 1 x# Auction Discarded Business Cards into 2 - x# 1 Time Track Any Business Card THE CITY Player Order Track 1 45 Player 4 10 Convert - 2 3 4 6 7 8 15 15 Any Business Card Any Business Card 5 DRAW 20 20 10 153 15 0 40 35 1 DISCARD Last Bid 2 2 2 3 3 4 5 Skill cubes 10 15 First Bid 150 10 10 Thumbs Track 25 30 Thumbs tokens Space 2 PLAYING THE GAME 20 Player 3 Before gameplay begins, all players collectively decide how many rounds of Worker Placement they will play before the winner is determined: 5 for a shorter game, 8 for the standard game, and 12 for a longer game. The game proceeds through the following six Actions each round: Action 1: Determine Player Order Action 2: Reveal New Jobs Action 3: Draft Business Cards Action 4: Auction Discarded Business Cards Action 5: Place Workers Action 6: Reset ACTION 1: DETERMINE PLAYER ORDER Deal one random Player Order card to each player. Players add the numbers on their cards to their number positions on the Thumbs Track and compare the resulting total to those of the other players. The player with the highest sum places one of his or her three meeples on the Player Order Track in position 1. The player with the second highest total number then places a meeple on position 2. This process continues in descending order until all players have placed one meeple on the track. To break ties, a player with a higher position on the Thumbs Track is placed before one with a lower position. Note that spaces 6-8 on the track are reserved for use with the Cash is King expansion pack . Set aside the Player Order cards until they are needed to determine order in the next round. 2 ACTION 2: REVEAL NEW JOBS Job: Card Skills : Flop per Cash 5 1 Deal Job cards to : Leave top Job card face up on the deck Thum bs: one card for each player (but always a minimum of four cards) face up at the top edge of the game board at the orange triangles at the Job Centre building. (The blue triangle positions are reserved for use with the Cash is King expansion pack.) These revealed cards are the Jobs the workers can Descr iption for wo : rld cha mpion ship tourna ment card of the remaining deck face up, giving a sneak peek of one of the Jobs Job: Job: Cash: Skills: In subsequent game rounds, one or more Job cards may have gone Job: Cash: Skills: 5 1 4 ~ Thumbs: These existing Jobs are not replaced by new Jobs, and so fewer new Job Description: Skills: Thumbs: Description: Cooler Job: Cash: Cash: Skills: 6 2 7 2 Thumbs: Description: Thumbs: Description: and bizarre seeks hard worker with and other unbelievable attractions. If the Job deck is ever depleted, no further new Jobs are available. Play continues until the game is over, but this Action is skipped in each remaining round. 55 8 must remain celibate and miserable. 9 6011 12 7 8 Play Long Game - 10 11 7 x# z ACTION 3: DRAFT BUSINESS CARDS Deal three Business cards to every player, beginning with the player in position 1 on the Player Order Track. Each player simultaneously selects one of the three cards to add to his or her hand, passes one of the cards Peer Networking Group building on the game board. If at any time all the Place 1 card at the Peer Networking Group Pass 1 card to player on left those discarded cards as the Business card draw deck. In a two-player game, deal one additional Business card directly to the Peer Networking Group, ensuring there are always a minimum of three cards located at the building at the end of this action. ACTION 4: AUCTION DISCARDED BUSINESS CARDS Add 1 card to hand Randomly select three cards from all the Business cards placed on the Peer Networking Group building during Action 3, and move the remaining cards to the Business card discard pile. Place the three cards face up at the building so all players can see which cards are now up for auction. For variety, consider alternating the passing direction each round (left, then right, then left, etc.) 10 The Peer Networking Group building has eight bidding spaces for the Discarded Business 3, 3, 4, 5. The spaces represent the amount of Cash the player is willing to exchange for any one of the three cards, with the higher-bidding players selecting a card before the lower-bidding players. Bidding begins with the player in position 1 on the Player Order Track and proceeds in ascending order until the player in the last position. Each player may pass or bid. To bid on one of the cards, the player places one of his or her meeples on any of the unoccupied bidding spaces. If only one or two players placed meeples to bid and everyone else passed, only those one or two bidders have the option of each placing a second bid with another meeple in ascending player order once again. No players are allowed to bid for a third time. Once bidding is complete, the player who placed a bid in the space closest to the right (one of the highest bid amounts) selects one of the three Business cards at the Peer Networking Group to add to his or her hand and reduces his or her position on the Cash Track by a number of spaces equal to the bid amount. Any Business Card 1 Last Bid 2 Any Business Card 2 2 3 Any Business Card 3 4 5 10 15 First Bid 0 Place 3 discarded Thumbs Track Business Cards in auction spaces... ...and place your bid with your meeple 3 The player who bid in the second closest space to the right (the second highest bid amount) then does the same with the two bids were made, the extra Business cards that were not selected during the auction are moved to the Business card discard pile. At the end of the auction, players return their bidding meeples to their respective Reserve Areas. Bids that were not one of the top three are unsuccessful and the players who made those bids do not gain any cards nor lose any Cash. Note that players may not place bids if they do not have the Cash to pay for the card(s) should their bids be successful. Job: Skills: Job: Cash: Cash: Skills: 4 ~ Thumbs: 6 2 Thumbs: Description: Description: 55 8 Place a worker meeple from your Reserve Area onto a building 9 1 6011 2 7 8 10 11 7 10 5 6 Beginning with the player in position 1 on the Player Order Track and proceeding in ascending order, players take turns placing their workers on the game board. Players take one meeple from their Reserve Areas and place it on any of the game board buildings except the Peer Networking Group. The player immediately must reduce his or her Cash Track position by a number of spaces equal to the number of meeples already at the Long Game at the building each round, or for placements at the Call Centre, Casino, or Job Centre buildings since they can z x# - provided by the buildings are outlined later in the rules (see pages 6-7). 9 8 4 5 A player may only place one meeple at a time, and must wait until play comes back to him or her before placing another meeple. All players continue the worker placement until all three of their meeples have been placed 7 8 4 Standard Game Reduce your Cash Track position if necessary ACTION 5: PLACE WORKERS 55 2 7 3 - x# 5 6 2 4 were taken from the Reserve Area while the third and 5 Short Game the third meeple is the last worker placement, the meeple is no longer needed to mark the play order). Job: Skills: Job: Cash: Cash: Skills: 4 ~ Thumbs: 6 2 A meeple cannot select and occupy a building space without the player paying the Cash cost above and taking Thumbs: Description: Description: Special rules apply when placing meeples at the Job Centre. See the section on Filling Jobs (page 5). 55 8 9 6011 12 Return meeples back to Reserve Area for next round ACTION 6: RESET 7 8 10 11 7 1 6 5 0 Long Game z - x# 9 8 4 5 Advance Hourglass 1 space Advance the Hourglass token one space on the Time 7 8 (in which case the game is now over; see page 8). 4 Standard Game 55 2 7 3 The game round is now over. Players return their meeple tokens currently on the game board buildings back to their respective Reserve Areas and repeat Actions 1-6 in the next round. - x# 5 6 2 4 5 Short Game Note About Cash and Thumbs Tracks A player can never initiate any action that would reduce his or her position on either the Cash or Thumbs Tracks below 0 (such as sending a meeple to the Call Centre while currently on position 0 of the Thumbs Track). An opponent may initiate such an action – for example, playing a Management card that steals 4 Cash from a target player who is only at position 3 on the Cash Track – but the token stops at position 0 and cannot go into negatives (the remaining Track penalty/effect is simply ignored). 4 FILLING JOBS Filling Jobs currently available at the Job Centre building with Workers and Skills is at the heart of the game. A player can only the player must be able to match or exceed the Skills required on the Job card using any combination of: Skills listed on the one a Job. A player with multiple Worker cards in his or her hand may place more than one meeple on the Job Centre building in a requirements. Unlike most other building spaces, players are not penalised with Cash reductions for placing the second, or third, or fourth, etc. meeple at the Job Centre in a single round. Finally, the Cash and Thumbs that the Job provides are awarded to the player before the game continues with the next player. If number at the end of the game. Clerical Skill, and one Labour Skill. Oliver has a Worker card in his hand (Gunther Klaus) that provides one Clerical and one Life Skill. He also has one Labour Skill card in his hand. When combined with the two Tech Skill cubes Oliver has in his Reserve Area, Oliver ensures to the supply. He moves the Board Game Designer Job card from the Job Centre to his Reserve Area, and increases his position along Thumbs Track by one space. His turn now complete, play continues with the person in the next Player Order Track position. Klaus Worker card (with one Clerical and one Life Skill) in his hand but instead had the Jaques Mondieux Worker card (with two completely unrelated to their base knowledge set.... THE JOB... PLAYER HAS... Requires 2 of these Skills A Worker Card with 1 of the required Job Skills Gunther Klaus Job: Tech Skills Skills: ...plus 1 Labour Skill card Cash: 5 1 Clerical Skill *required skills: Thumbs: ...and 1 each of these Skills Description: the internet for fan reaction upon experience a plus. Best job ever. Clerical Skill Life Skill *not required Recently ejected from a once-peaceful dinosaur dig deep within the heart of the Canadian Prairies, Gunther hopes to revisit the field soon. Labour Skill Player Gains 5 and 1 ...and 2 Tech Skill cubes in his Reserve Area 5 RESOURCE BUILDINGS Game 4 2 3 1 - - x# x# 2 1 Time Track THE CITY COLLEGE THE CITY The player takes one red Clerical Skill cube from supply and places it in his or her Reserve Area. 7 8 10 11 7 1 6 5 0 The player takes one green Life Skill cube from supply and places it in his or her Reserve Area. z - x# Convert into 9 8 4 5 7 8 REC CENTRE - TRADE SCHOOL The player takes one yellow Labour Skill cube from supply and places it in his or her Reserve Area. 9 8 4 5 x# LIFE COACH The player returns any one Skill cube from his or her Reserve Area back to the supply and replaces it with any two Skill cubes of choice from the supply. 7 8 4 Standard Game 3 2 7 - x# - 5 6 2 4 5 Short HACKERS CLUB The player takes one black Tech Skill cube from supply and places it in his or her Reserve Area. 6 HEALTH SPA x# The player advances two spaces on the Thumbs Track. SPECIAL BUILDINGS + 0 DRAW Cash Track - Fill A Job CALL CENTRE x# + JOB CENTRE located at the top edge of the game board at the Job Centre building. See the Filling Jobs section (page 5) for additional details. Unlike most other building spaces, multiple meeples may be placed at the Job Centre each round until no more The player advances two spaces on the Cash Track, but goes back one space on the Thumbs Track. Unlike most other building spaces, any number of meeples may be placed at the Call Centre each round (no Cash reduction for any player). Play reduction for any player). - 10 Auction Discarded Business Cards Any Business Card 1 Last Bid 10 10 2 Any Business Card 2 2 3 Any Business Card 3 4 5 x# CAREER CONSULTANTS The player plays one Management card from his or her hand and follows the instructions. 10 15 First Bid 0 PEER NETWORKING GROUP Players bid on Business cards placed at this building during Action 4: Auction Discarded Business Cards (see page 3 for details). Meeples cannot be placed at the Peer Networking Group during Action 5: Place Workers. Discard & Draw CASINO The player discards any number of Business cards from his or her hand and replaces them with an equal number of new ones from the Business card draw pile. Unlike most other building spaces, any number of meeples may be placed at the Casino each round (no Cash reduction for any player). 7 END OF THE GAME Once all rounds of the game are complete (5, 8, or 12 — as determined before play began), the player (or players) furthest along the Thumbs Track gains bonus Cash equal to the number of players in the game. Additionally, each player is awarded one Cash The player with the most amount of Cash is the winner and becomes the dominant temp agency CEO in The City! Use the position necessary (lower is better). WORKER PLACEMENT ROUND SUMMARY aCTion 1: deTermine Player order Player Order card + Thumbs Track position = position on the Player Order Track. aCTion 2: reveal neW JoBs Deal one Job card for each player (minimum four cards) face up at the game board edge at the Job Centre building. aCTion 3: drafT Business Cards Deal three Business cards to each player who then each selects one card to add to face down on the Peer Networking Group building. aCTion 4: auCTion disCarded Business Cards Place face up three randomly select Business cards from those at the Peer continuing along the Player Order Track, each player may pass or bid. Players with the top three bids select, in order, one of the Business cards up for auction and adds it to their hands, reducing their positions on the Cash Track equal to their bids. Discard unselected cards. aCTion 5: PlaCe Workers Following the Player Order Track, players take turns placing one meeple at a time aCTion 6: reseT Players reclaim placed meeples. Advance the Hourglass token one space on the Time their hands. Game desiGner: Mark MacKinnon GraPhiC desiGn and illusTraTions: © 2014 Dyskami Publishing Company. WORKER PLACEMENT is a trademark of Dyskami Publishing Company. All Rights Reserved. Version 1.0. First printing – August 2014 Steve Mills PlayTesTers: Penn Davies, John Elliott, Valerie Elliott, Michael Evans, Sean D. Evans, Kara Kime, Oliver Kutnik, Andrew Lafterty, Alisha Leeking, Paul Leeking, Karen McLarney, PuBlishinG ParTners: H. Tyrone Boyd 8 PO Box 27005 7 Clair Road W. Guelph, ON, Canada, N1L 0A6 www.dyskami.ca [email protected]
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