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INNOVATION: THIRD EDITION

£9.9£99Clearance
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More recently, Asmadi Games gathered the original game and all its expansions in a new box "Innovation Deluxe" with new graphics, and also made some slight modifications on nine cards for balancing purposes. You must have a top card on your board of equal or higher value to the age number of the achievement. Relics are an optional addition when playing with Artifacts of History, and must be chosen during table setup to be included.

Draw actions and Draw effects will draw base cards unless the expansion's rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion's rules. 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. Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.Endorse is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn. Each City has one or two icons unique to this set. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects). 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.

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. Constructing buildings will expose resource icons on your player mat (these are double-layered this time, yay!): tools, coins, scholars, power cycle tokens, and books. While most are just renamed from TM, the books are new. The game lasts for six rounds, and every round will offer bonus points for certain actions. For example, 2 points for each workshop built this round, 5 points for founding a town, 2 points for increasing your competency level, and so on. You control one of these factions and will terraform the game map’s terrain into your homelands where you can erect your buildings. Proximity to other factions may limit your expansion, but it also gains you significant advantages in the game. This tension adds to the appeal of the Terra Mystica series._x000D_ Alphabetical" comparisons are done by the English version of the title, and include leading articles. i.e., The Wheel is considered to come before Tools alphabetically.

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If you now have the required number of achievements (See End of Game), the game ends immediately, and you win! 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. The player aids are enough to ensure that there isn’t too much confusion though so we’re not talking Netrunner levels of obscurity. But really obscure terminology is something publishers should be avoiding in their games now. There is no strategy, and that is good

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). Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player's turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim 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. A round starts with an income phase, where you receive all the exposed resource icons from your board. What follows is the action phase, where players perform actions by spending these resources (and sometimes earn others on the way).Although it does not feature a modular map, a static map (or both of them, for that matter) is helped by the fact that your faction is not tied to a color. So this is not a problem in my book, either. 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. Terraform and build: Before you build a workshop, you must change the terrain to your color. This can be done by paying tools or by performing a power action. The further away the terraformed terrain is from your native terrain, the more expensive the terraforming process. Being cleaner however does mean it’s a little easier to teach. . . mostly. The rule book is pretty clear on all the key rules, with very good pictorial examples of the dogma effects and what it means to splay cards left, right and up.

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