Level 5 · MagnateLesson 21 of 21

A Practice Plan for Tournament Power Grid

A six-week Power Grid practice plan for WBC or any tournament: five-player games on rotating maps, clocked play, counting drills, puzzles, and honest reviews.

You can play, teach, price, read, and count. The last step is practice that matches what a tournament will ask of you: five players, a map you may not know, three hours on the clock, and a table of people who count as fast as you do. This lesson gives you a six-week plan.

It assumes one full game a week plus a few short sessions. Scale it to your life, but keep all four parts.

Choose your event

The long-running event we could confirm is the Power Grid tournament at the World Boardgaming Championships, held each summer in Pennsylvania. WBC 2027 is scheduled for July 24 to August 1, 2027. The competitive play lesson covers how it runs. Conventions near you may run their own Power Grid events, so check their schedules too.

Pick one. Put its date on your calendar. Count back six weeks.

The four parts of every week

1. Games. At least one full game a week, five players when you can find them. That is the tournament table, and it plays differently from three or four, as the five-player lesson explains. Online, BrettspielWelt offers Funkenschlag, the German name for the game. Check which rules it uses before treating it as tournament practice.

2. The clock. Time every game. The target for five players is under two and a half hours, the pace the WBC preview expects. Note the round that ran longest.

3. Drills. Ten minutes, two or three times a week:

  • Payout drill. Recite the payout card from 0 to 20 powered cities. The payout card lesson has the table.
  • Route drill. Open the board, pick a city, and price three builds from it as fast as you can. Check each against the cheapest route.
  • Fuel drill. Set up a market and price buys of 3, 5, and 7 markers out loud.
  • Puzzle drill. Solve one final-round position, from the puzzles lesson or your own games.

4. Review. After every game, answer three questions and write them down:

  1. When did I fall short on capacity, fuel, or cash, and what caused it?
  2. Which auction or fuel buy decided the game?
  3. In the final round, what was the best line, and did I find it?

A mistake that shows up three times is the one to fix first.

The six weeks

Weeks 1 and 2: the economy. Full games on the base board, Germany then USA. In each game, keep a running estimate of every rival’s cash and capacity, using the routine from the reading opponents lesson. Run the payout drill every session.

Weeks 3 and 4: maps. Play on maps from the event’s list, if you own them. Before each game, run the map scan and write down your two starts. Afterward, check them against how the game went. Add the route drill.

Week 5: event conditions. Play under the event’s exact rules. For WBC, that has meant Recharged rules on every map, no preset start cities, five players where possible, a three-hour limit, and table habits like showing your route before paying. Track the deck count every game, as in the plant deck lesson.

Week 6: sharpen and rest. One timed game early in the week and a handful of puzzles. Then ease off. Arrive rested, with the event’s maps and rules fresh.

What to measure

Keep a few numbers from game to game:

  • Powered cities at the end, and how far from the winner.
  • Money left at the end. Small is good, unless you tied.
  • Rounds where you were short on fuel or cash.
  • Game length, against the two and a half hour target.

If you are closing the gap to the winner and finishing on time, the plan is working, whatever your results.

Finding the players

Five-player practice needs five players. A local game store, a library meetup, or your own group can get you there. Our guides on finding a public game night and starting a play group help. If you are near Indianapolis, join the Indianapolis list for first word on local learn-to-play nights as The Ludarium grows.

The table across from you

A tournament game is still four other people at a table for two and a half hours. Learn their names. Talk through the final round afterward, when everyone wants to know where the last Elektro went. Those conversations teach as much as the games, and the players you meet are part of why it is worth going.

That is the end of the course. You can play, teach, and run bureaucracy; price builds and read the payout card; open, steer the midgame, and win auctions and fuel fights; track the deck, play two-player, and read the table; handle five players, new maps, and the clock; and walk into a tournament heat ready. The game is the reason. The people across the table are the point.

Unofficial. Not affiliated with 2F-Spiele or Rio Grande Games. Power Grid and Funkenschlag are trademarks of their respective owners.