Overview
Powerline is a roll-and-write style dice selection game where players build an efficient power network by connecting power stations to supply cities with sustainable energy. Each round, six colored dice are rolled and players must use them in a specific order to construct powerlines on their individual player boards. The player with the most victory points after the final scoring wins.
Components
Standard Game
- 1 center board (front: pre-printed scoring tiles)
- 1 round marker
- 6 dice in 6 colors
- 318 powerline tokens
- 30 joker tiles
Per Player
- 1 player board (front: green worker chart)
- 8 power station tiles
- 1 vacation tile
- 18 worker tiles / energy tiles (double-sided)
- 1 VP marker and 1 +50/+100 VP tile
- 1 kite tile
- 6 worker meeples in the 6 dice colors
Variants
- Construction Limits (reverse side of player boards)
- Adventure Island tiles
- Contracts (reverse of center board + 9 scoring tiles)
- Special Contracts (3 additional scoring tiles)
Setup
- Place the center board in the middle (front side with pre-printed scoring tiles for standard game).
- Round marker starts on space 0.
- Each player takes a player board, power station tiles, worker/energy tiles, VP marker, kite tile, and 6 colored worker meeples.
Turn Structure
The game is played over 16 rounds. Each round:
1. Roll Dice
Roll all 6 colored dice. Arrange them on the center board in the specific color order: red, yellow, blue, green, white, black.
2. Choose Direction
Each player decides whether to read the dice from left to right OR right to left.
3. Use Dice
Players use the dice values (in their chosen order) to build powerlines on their player boards:
- Each die corresponds to a colored powerline.
- Place powerline tokens on your board matching the die values in the selected order.
- Lines range from 3-12 spaces long, with each space requiring a specific die result.
4. Workers and Penalties
- Each die value may only be used a certain number of times.
- Skipping a die incurs a penalty.
- Workers can be assigned to help with construction.
5. Scoring Checks
During certain rounds, the 3 game objectives are evaluated and scored.
Actions
- Build Powerlines: Use dice values to fill spaces on powerline tracks.
- Assign Workers: Place worker meeples to gain benefits.
- Use Jokers: Substitute for specific die values.
- Skip Dice: Pass on a die value (incurs penalty).
Scoring / Victory Conditions
At game end (after 16 rounds), players score:
- Points for completed powerlines.
- Points for fully connected cities.
- Penalty points for started but uncompleted lines.
- Bonus points from scoring tile objectives.
The player with the most VP wins.
Special Rules & Edge Cases
- Dice must be read in a consistent left-to-right or right-to-left order each round.
- Certain die values have limited uses per game.
- Variants add complexity: Construction Limits restrict building options, Adventure Island adds special tiles, Contracts replace pre-printed objectives with drawn ones, Special Contracts add challenging goals.
- The kite tile and vacation tile provide one-time special abilities.
Player Reference
| Round Step |
Action |
| 1. Roll |
Roll all 6 colored dice |
| 2. Direction |
Choose left-to-right or right-to-left |
| 3. Build |
Use dice values on powerline tracks |
| 4. Workers |
Assign workers, take penalties for skips |
| 5. Score |
Check objectives on designated rounds |
Game length: 16 rounds. Win: Most VP.