Power Grid
Run an electricity company, balancing power plant auctions, fuel purchases, and network expansion to supply the most cities at the end.
Power Grid supports 2–6 players; community best: 4–5 players; playing time: 120 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
In the classic 2004 edition of Power Grid, players build competing electricity networks. Owning a power plant does not guarantee a steady profit: fuel prices depend on market availability, while the cost of connecting new cities shapes the pace of expansion.
Leaders usually get the first choice of plants, but players further behind buy fuel and build first. Generating capacity, fuel reserves, and network size must work together; even the player with the most connected cities can lose if those cities cannot be powered.
Core rules & scoring
Each round proceeds through player order, power plant auctions, fuel purchases, building, and bureaucracy. More connected cities put a player earlier in the order; ties are broken by the highest-numbered plant owned. The first round starts in random order, then order is determined again after the first auction phase using the plants purchased.
Each player may buy at most 1 plant per round and must buy one in the first round. Normally, only the 4 lower-numbered plants in the current market can be auctioned, with an opening bid at least equal to the plant number; refill and reorder the market after a sale. In Step 3, all 6 market plants are available. The usual ownership limit is 3 plants, or 4 in a two-player game; buying beyond the limit requires discarding an older plant.
Fuel purchases and building both use reverse player order. Buy only fuel that your plants can store, normally up to twice each plant's operating requirement. A hybrid plant shares this capacity between coal and oil rather than having a separate allowance for each. Compatible plants may exchange stored fuel; an empty market does not permit unlimited purchases from the bank.
Pay a connection fee for the first city. Later cities extend your existing network: pay the cheapest available route cost plus the fee for the lowest empty space in the destination city. Each player may have only 1 house per city. You may pay to route through cities you do not want to connect or that are already full, and may connect several cities during your building turn.
During bureaucracy, choose which plants to operate. Each requires its full printed fuel requirement and can run only once per round; burning extra fuel cannot double its output. Receive income for cities actually powered, with excess electricity wasted. Used fuel returns to the reserve, then replenish resources for the player count and current Step and update the plant market.
Step 1 permits 1 company per city. Once someone reaches the Step 2 threshold, Step 2 begins after the entire building phase and before bureaucracy, allowing 2 companies per city. For 2/3/4/5/6 players, the thresholds are 10/7/7/7/6 cities respectively. Resolve the Step 3 card according to the phase in which it appears; Step 3 allows 3 companies per city. City spaces have connection fees of 10, 15, and 20.
For 2/3/4/5/6 players, the game-end thresholds are 21/17/17/15/14 connected cities respectively. Finish the building phase after a threshold is reached, then compare how many of their own cities players can actually power this round. The highest total wins, with remaining cash breaking a tie. Triggering the end does not guarantee victory, and connected cities without power do not count toward that winning total.
Rules & gameplay questions
Do I win immediately when I connect my 17th city?
No. Seventeen cities triggers the end only with 3 or 4 players; other player counts use different thresholds. After building is finished, victory depends on how many of your cities you can actually power, rather than the number connected. Remaining cash breaks a tie in powered cities.
If a plant uses 2 coal to power 3 cities, can I burn 1 coal for 1 city or 4 coal for 6 cities?
Neither is allowed. An operating plant consumes its full printed fuel requirement and runs only once per round. You may power fewer cities, but that does not reduce the fuel cost. Its doubled storage capacity is a reserve for later use.
Can players take second city spaces during the building phase that triggers Step 2?
No. Step 2 begins only after the whole building phase, before bureaucracy. Players still building in that round use Step 1 capacity; second connections become available in the next round.
Does a hybrid plant have a separate full storage allowance for coal and oil?
No. It has one combined storage limit. A plant that uses 2 coal and/or oil may store 4 fuel in total: all coal, all oil, or a mixture, but not 4 of each.
Rules & introduction sources
- Edition
- The classic 2004 Power Grid/Funkenschlag base game, using 2F's official 8-page German rules, copyright 2004/2016 with rules editing dated August 2009. Covers the Germany and USA base maps for 2–6 players, using the rulebook's player-count table. Excludes the 2019 Recharged edition, deluxe, Outpost, Recharged discount tokens and deck changes, expansion maps, robots, and alternative power plant decks.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #76 |
| Complexity Weight | 3.25 / 5 |
| Best player count (community) | 4–5 |
| Player range | 2–6 |
| Playing time (minutes) | 120 |
| Core mechanisms | Auction / Bidding · Auction: Turn Order Until Pass · Catch the Leader · Income · Market · Network and Route Building · Turn Order: Stat-Based · Variable Set-up |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2004 |
| Suggested age | 12+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Power Grid, and can I play online?
Power Grid supports 2–6 players; community best: 4–5 players; playing time: 120 minutes. A WANGO browser trial has not been confirmed.
How complex is Power Grid, and which mechanisms does it use?
Weight: 3.25 / 5. Mechanisms: Auction / Bidding · Auction: Turn Order Until Pass · Catch the Leader · Income · Market · Network and Route Building · Turn Order: Stat-Based · Variable Set-up. Chinese publication: Unconfirmed.
Where can I learn Power Grid?
No rule guide, strategy article or WANGO trial has been confirmed for this record.