Underwater Cities rules: how to play and how to score
Reviewed on 22 October 2026 against the publisher’s rulebook. How we check
Underwater Cities plays 1 to 4 players over ten rounds: each player builds a nation under the sea, with cities connected by tunnels and surrounded by farms, desalination plants and laboratories. Here are the essential rules, setup and final scoring, based on the official rulebook.
- Players
- 1 to 4
- Play time
- 80 to 150 minutes
- Winner
- Most points after the tenth round
Underwater Cities quick rules
- The goal
- You build cities under the sea, connect them with tunnels and surround them with buildings. The game lasts ten rounds, split into three eras. You score points during the game, mostly in the three Production phases, then at final scoring: the most points wins.
- A turn
- Each round, everyone takes three turns in the order of the play-order track. On your turn, you place an action tile on an available action slot and play a card from your hand. If the card matches the slot’s color, you perform the action and the card’s effect, in either order; otherwise, only the action. Then you draw a card.
- Colors and slots
- Green cards are the strongest but green slots the weakest; yellow is the reverse, and red sits in between. The always-available slot gives 2 cards and 2 credits to anyone, with no card effect. With 4 players, the action-cloning tile lets one player per round take an occupied slot for 1 credit.
- Cards
- A card with an instant effect resolves, then is discarded. Other cards are claimed and placed near your player board: permanent effects, action cards (once per era, four at most with your Personal Assistant), production cards and end-scoring cards. Special cards are taken with a dedicated slot, and you pay credits for their effect.
- Building
- A white city costs 2 steelplast, 1 kelp and 1 credit; a purple symbiotic city 1 steelplast, 1 kelp, 1 biomatter and 2 credits, and it produces 2 points every Production. A farm costs 1 kelp, a desalination plant 1 credit, a laboratory 1 steelplast, a tunnel 1 steelplast and 1 credit. Biomatter can replace kelp or steelplast.
- Your network
- A city is connected when a tunnel links it to your starting city, a building when it is next to a connected city. Anything not connected produces nothing and scores nothing at the end. Building on a site that shows a resource gives it to you right away, and a metropolis only gives its benefits once its tunnels connect it.
- Upgrading
- Tunnels and buildings are structures. Upgrading one usually costs 1 science: you stack a second token or flip the tunnel over. An upgraded structure produces more, and can only be upgraded once.
- The Federation track
- Some slots and cards let you advance on the Federation track, with the bonus of each space. On an occupied space, your marker goes on top. At the end of the round, the player farthest ahead will go first, then the markers return below space 4. On space 1, each advance scores a point.
- Production
- After rounds 4, 7 and 10, each connected farm produces 1 kelp, each desalination plant 1 credit, each laboratory 1 science, each tunnel next to a city 1 credit; upgraded, the farm and the tunnel also give a point, the plant a biomatter and the laboratory a steelplast. Then each connected city eats 1 kelp, or else 1 biomatter, or else 3 points.
- End of the game
- After the third Production, final scoring follows: brown metropolis, end-scoring cards, connected cities and leftover resources. In a tie, the player who would play first according to the Federation track wins.
- Beginner traps
- You play in play-order track order, not clockwise. A city without a tunnel does not count, even surrounded by buildings. A tunnel only produces next to a city. And keep kelp for every Production.
- Solo game
- Three neutral action tiles block one slot of each color and move every round; a fourth blocks a random slot if you did not advance on the Federation track. You win with at least 7 connected cities and 100 points, 125 with New Discoveries.
How to score Underwater Cities
- Points scored during the game
- Your space on the scoring track before final scoring: Production, cards and the Federation track are already included.
- Brown metropolis
- Only if both of its tunnels are built. Depending on your tile: 3 points per connected metropolis; 5, 7 or 9 points for 8, 9 or 10 tunnels connected to cities; 4 points per set of 4 different upgraded structures; 2 points per Special card paid for; 4, 8 or 12 points for 5, 6 or 7 connected cities.
- End-scoring cards
- The points from your end-scoring cards, including resources they convert into points.
- Connected cities
- For each city connected to your network: 2 points with no buildings, 3 with one type of building, 4 with two types, 6 with a farm, a desalination plant and a laboratory.
- Leftover resources
- Each biomatter is worth 2 credits; then 1 point for every 4 credits, kelp, science or steelplast, in any combination.
- Ties
- The player who would play first in the order set by the Federation track at the end of the final round wins.
- New Discoveries
- With the New Discoveries expansion, a doubled metropolis or the Museum can double the brown metropolis points.
- Data Era
- With the Data Era expansion, a city is worth 5 points with three building types and 8 with all four, data center included; each leftover data disc counts as one credit.
Worked example
Emma has 92 points on the track. Her brown metropolis scores tunnels connected to cities: she has 9, so 7 points. Her end-scoring cards give 11 points. Her connected cities: two with all three types (6 + 6), one with two types (4), one with one type (3) and one with no buildings (2), so 21. She has 13 credits, 2 kelp, 1 science, 1 steelplast and 2 biomatter left: 13 + 2 + 1 + 1 + 4 = 21 credits, so 5 points. Total: 92 + 7 + 11 + 21 + 5 = 136 points.
Common mistakes
- Scoring the brown metropolis when one of its two tunnels is missing: it gives nothing.
- Scoring a city that no tunnel connects, even surrounded by buildings.
- Counting tunnels as a building type for cities: only farms, desalination plants and laboratories count.
- Keeping resources instead of spending them on an end-scoring card: 4 resources are only worth one point.
How to set up Underwater Cities
Setup is done in four phases. The player count changes the board side, the purple domes and the starting resources; the solo game has its own phase at the end.
The board
- Place the main game board on its side for 3 or 4 players, or on the 2-player side.
- With fewer than 4 players, return the action-cloning tile to the box.
- Keep 7 purple domes with 2 players, 10 with 3 players, all 13 with 4 players.
- Set up the common supply: domes, tunnels, building tokens and resources.
- Place the era marker on the starting space and the score markers on zero.
The cards
- Separate the three era decks and set Eras II and III aside.
- Shuffle the Era I deck thoroughly and place it on the board.Cards of the same color should not be clumped together.
- Shuffle the one-or-two-credit Special cards into a deck and turn the top card face up.
- Deal six random three-credit Special cards to their spaces.The rest go back in the box.
Each player
- Each player takes their three action tiles, their Personal Assistant, their final scoring card and a player info card.
- Each player takes a random player board, everyone on the same side.First game: the one-star side.
- Each player gets a brown metropolis, in the upper left corner of their board, and two random blue metropolises.
- Each player takes 1 kelp, 1 steelplast, 1 science and 2 credits.
Order of play
- Place the play-order markers at random.
- On the Federation track: the first player below the track, the second on space 4.
- With 3 or 4 players, the third goes on space 3 with 1 extra credit.
- With 4 players, the fourth goes on space 2 with 1 extra credit and 1 extra steelplast.
- Each player draws six Era I cards and keeps three.First game: one of each color, if possible.
Solo game
- Take a player board on its advanced side and set up the rest as for 2 players, with unlimited purple domes.Without the brown metropolis that scores connected cities.
- Place three neutral action tiles on the rightmost slot of each color.
- Place your Federation marker below space 4; you will not need the play-order marker.
Frequently asked questions
How many rounds does Underwater Cities last?
Ten rounds in three eras: four in Era I, three in Era II and three in Era III. A Production phase ends each era, and each player takes three turns per round.
Who goes first in Underwater Cities?
The order of the first round is random, and the last players get a small bonus. After that, the Federation track sets the order of each round.
How many points is a city worth at the end of Underwater Cities?
A connected city is worth 2 points with no buildings, 3 with one type of building, 4 with two types and 6 with all three. A city that no tunnel connects does not count.
Ludingo’s Underwater Cities sheet was last reviewed on 22 October 2026, based on: deliciousgames.org 1, deliciousgames.org 2, deliciousgames.org 3, deliciousgames.org 4, deliciousgames.org 5, BoardGameGeek.