About this deal
Twelve factions, each with unique characteristics, populate this world of varying terrains. Here you will compete to erect buildings and merge them into cities. Each game allows you to create new combinations of factions, homelands, and abilities so that each game isn't the same as another.
Age of Innovation | Board Game | BoardGameGeek
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In other words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it). With four players, you can play in teams. This creates a more stable four player game, if that is what you are looking for! In a team game, demand effects are not executed by your teammate, and if you share a non-demand effect with your teammate only, you do not get a free Draw action. You may [X]"— it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible. If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty base supply piles), and place that card "on display". As you play, you will accumulate cards of five different colors in an area in front of you called your board. Your most important cards are the top cards of each color, as they can be activated for their effects through the Dogma action.
Draw [and ...] when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., "Draw a card equal to the value of your top purple", but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to 1 (and further if necessary). If you are are told to Draw and [ something else], you do the [ something else] with the card that you just drew. "Draw and meld a 6" means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld that card. You cannot choose to meld a different card from your hand, or any other card. Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score. On the first player's first turn, they only perform one action. In a four player game, this is also true for the second player's first turn. After that, all turns are two actions each. If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.
Innovation: Echoes of the Past | Board Game | BoardGameGeek
Essentially the more players you have, the more chaos that may ensue from dogma effects. This is quite fun to witness however so I don’t mind a three player game for that reason, but Innovation is always at its best with two players or two teams. If you think that four players is all you’ll do, then you won’t get the best out of this game. Balancing ChaosNine normal achievements are available to start the game, one of each from ages 1 through 9. You can claim an achievement with the Achieve action, if you have enough points and a top card of the achievement's value or higher.
Innovation Ultimate - BackerKit Innovation Ultimate - BackerKit
The second way to win is through achievements. If you have enough points, you can spend an action to claim an achievement. And if you have enough achievements, you win immediately! You must choose one of these four actions, you cannot simply "pass". However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively "pass" the action. However, cards can also end up face-down in your score pile, representing your civilization's current power and influence, or as achievements, denoting its legacy throughout the years. age number of the achievement. Second, you must have a top card of equal or higher value to the achievement you want to claim. If you meet both these requirements, claim the achievement, placing it under your reference card on the right side.In Artifacts of History, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board. Score: To score a card, place it in your score pile, face-down. Your score is the total value of all the cards in your score pile. The game ends immediately (even during a dogma effect) when a player has claimed the required number of achievements.