51st State: Master Set

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Overview

51st State: Master Set is a card-driven engine-building game set in the post-apocalyptic world of Neuroshima. Players build a new State by interacting with Location cards in three ways: Building them into their State, Razing them for Spoils, or making Deals for ongoing resources. The game ends when any player reaches 25 Victory Points, triggering final scoring. The player with the highest score wins.

Components

Setup

  1. Each player takes a Faction board and matching VP marker (placed on “0”).
  2. Give the First Player token to one player.
  3. Separate Connection cards and create Connection piles.
  4. Shuffle remaining Location cards into a single deck.
  5. Place resource tokens in a general supply.

Turn Structure

Each round has 4 phases:

1. Lookout Phase (Draft)

  1. Reveal the top card of each Connection pile.
  2. Draw cards from the deck equal to number of players + 1. Place face-up.
  3. Starting with the First Player clockwise, each player takes 1 card.
  4. Discard the remaining card.
  5. Draw another set of cards (players + 1) face-up.
  6. Starting with the last player counter-clockwise, each player takes 1 card.
  7. Discard the remaining card.

No hand limit.

2. Production Phase

Collect Goods from three sources (simultaneously or in player order):

3. Action Phase

Starting with the First Player clockwise, take one Action at a time. Continue around until all players have Passed.

4. Cleanup Phase

Actions

Action Description
Build (Construct) Play a card from hand; spend Grey Contact tokens equal to Distance. Place in appropriate row.
Build (Develop) Play a card from hand over an existing Location sharing a Type. Spend 1 Brick (or 1 Development token to ignore Type match). Gain 1 VP.
Make a Deal Spend Blue Contact tokens equal to Distance. Tuck card under Faction board showing Deal field. Immediately gain Deal Goods.
Raze from Hand Spend Red Contact tokens equal to Distance. Discard card. Take Spoils Goods.
Raze Opponent’s Location Spend Red Contact tokens equal to Defense value. Take Spoils. Opponent gets Deal Goods. Location becomes Ruins (flipped face-down).
Use Action Location Spend required Goods (place on card). Use the Action ability. Once per round unless stated otherwise.
Use Faction Action Spend Goods as indicated on Faction board. Once per round unless stated otherwise.
Send Worker to Open Production Place your Worker on opponent’s Open Production Location. Take its Production Goods. Opponent gains 1 Worker.
Take Connection Card Spend 2 Workers. Take a face-up Connection card.
Play Connection Card Play from hand, gain depicted Goods. Pay any cost shown.
Place Shield At any point during your turn (free action), place 1 Shield on one of your Locations. Max 1 Shield per Location.
Pass Stop taking Actions for the round. Your Locations become immune to interaction.

Location Categories and Defense Values

Category Row Defense
Production Top 3
Feature Middle 4
Action Bottom 5

Shield: +1 Defense. Max 1 per Location.

Resource Types

Scoring / Victory Conditions

Tie-breakers (in order):

  1. Most total Goods
  2. Most Locations
  3. Shared victory

Special Rules & Edge Cases

Solo Game

Player Reference

Phase Summary
1. Lookout Draft cards (2 picks per player per round)
2. Production Collect from Faction + Deals + Production Locations
3. Action Take 1 Action at a time until all Pass
4. Cleanup Store or discard Goods, pass First Player left
End Game Trigger: 25 VP reached
Final Score VP track + 1 per Location in State