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INNOVATION: THIRD EDITION

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Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on each player's board. (A running count for how many times each of the six basic icons appears on each player's board is shown in the BGA player panels.) Any player with at least as many of that icon visible as you will share all non-demand effects. Any opponent with fewer of the icon visible than you is vulnerable to demand effects. The icon count is only performed once per Dogma action, and sharing/vulnerability for all the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied. e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.) (While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards' dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all) In either case, if victory is awarded, the game is ended immediately. In a team game, this grants victory to that player's teammate, as well. Playing with Expansions The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).

Echoes Draw Rule: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn. Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card's icons are added to your board's totals. Dogma effects on the card that care about your icon totals will not count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card's dogma effects (see Echoes of the Past Expansion). At the conclusion of all the dogma effects, return the displayed Artifact. (2) Return the displayed Artifact (without triggering the dogma effects). (3) You may pass the special action, leaving the Artifact on display.If any cards are eligible, you may choose one to promote, melding it to your board (this is not a Meld action, and will not trigger related events).

You may [do X], if you do, [Y]"— it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect. The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:

Innovation tiles are a further possibility to customize your faction. Only a few are randomly selected for each game from a larger pool. Their costs (which five books you need) also change from game to game. This forces you to adapt your strategy to what is available, instead of always going for what is optimal for your faction. Innovation tiles are very strong, comparable to advanced technologies in GP. In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them). Execute the effects ... as if they were on this card— execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to "other" cards could affect the targeted card. The game ends immediately (even during a dogma effect) when a player has claimed the required number of achievements. In Echoes of the Past, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.

New dual-layered player boards are a joy to handle. Gameplay Impressions & Comparison to Terra Mystica and Gaia Project Age of Innovation retains the renowned player scalability from its predecessors. The power charging + the upgrade discount works fantastic as a tool to keep the players at exactly the right distance. When playing with Echoes, whenever any player would draw a base card for any reason, they might draw an Echoes card instead. 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.But learning Age of Innovation from scratch is not going to be an easy task, make no mistake about that. Your best bet is to play with someone who can teach you. Similar to Gaia Project. Setup A card's primary use is as an innovation, played face-up to your board, representing your civilization's adaptation of this new technology, idea, or ingenuity. They can be best compared to QIC cubes from GP. A very flexible resource that can be used to gain powerful innovation tiles (advanced technologies) or for certain actions. Moreover, there are four different colors of books, and innovation tiles demand a specific combination of five books, requiring a bit of planning. The player who reached the achievement goal wins the game, as their civilization has the greatest legacy. 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).

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