Oil Rock

Oil Rock: Prepare to play

Refresh the rules or explain the game to friends using published guides based on official sources.

For 2 players

Oil Rock — official English rules

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How to win:

After Round 4 and final bonuses, the player with the most VP wins.

Setup

  • Use five Wheel spaces per ring for 2–3 players; six for 4 players.
  • Reveal four random Goals.
  • Reveal 6/7/8 Improvement cards for 2/3/4 players, respectively.
  • Each player starts with 1 Tool, 1 Coal, and 1 Coin; later turn positions gain specified bonuses.
  • In reverse turn order, each player chooses a different yellow Region and takes its Railway Bonus before Round 1.

Round sequence

  1. Resolve Income, Actions, Oil Extraction, Oil Refining, Goals, then End of Round.
  2. Each player takes Income shown in the blue band of their currently visible Character sheet.
  3. In turn order, each player deploys one Worker at a time for three turns.
  4. Each player takes Oil Barrels equal to each well’s depth.
  5. Activate any or all built Refineries, each at most once; pay their specific Barrel requirements.
  6. Award VP according to the topmost visible Goal, then flip it face down.

End of round

  • Discard the two available Improvements with the lowest identification numbers, or all if two or fewer remain; refill by player count.
  • Return Wheel and Copy-space Workers; rotate the outer Wheel ring clockwise one click.
  • After Round 4, score wells, qualifying Refineries, Offices, Progress, blue Improvements, Patents, and leftover resources.
  • Leftover Tools, Coins, and Coal score together, divided by 3 and rounded down.

Easy to miss

  • Assistants require free Action tiles; Managers are used only after no Assistants remain.
  • A Manager on a circular space resolves both connected tiles, fully resolving one before the other.
  • Copying costs 1 Progress; a player at Progress 0 cannot Copy.
  • Keep at most one Oil Barrel of each color after Refining; return excess without compensation.
  • Ties go to the player with more Progress; if still tied, the lower marker on the Progress Track wins.