While it relies on a little too much luck and has a leader problem, Innovation is a great example of streamlining the civilization building theme into a card game that maintains the strategy while remaining accessible. They can either choose two different actions or repeat the same action twice. The potential actions you can take in the game are as follows:. As there are no limits on the number of cards you can have in your hand, you can always use an action to draw a card. When you draw a card you must draw it from the period of the highest card that you have played in front of you.
If all of the cards from your current period are gone, you must draw a card from the next period. For one action you are able to play one of the cards from your hand to the table. Each card in the game is of a particular color. If you have already played a card of the same color in the past, you must place the new card on top of the previously played card. If you have not already played a card of the color, you begin a new pile for the color.
Cards do not have to be played in any numerical order so you can play a one card on top of a five card if you want to. A player can choose to activate one of their active cards the card on the top of a pile for one of their actions.
Activating a card does not use up the card as you can activate the same card twice on your turn. To start using a card you need to tell the other players which card you are using. To figure out which players a dogma will impact, each player counts up how many of the symbol shown next to the action they have.
The players count up all of the matching symbols that are visible on their active cards or through splaying see below. For each dogma on the card you must first determine which players will be affected. Every player that has less of the corresponding symbol than the current player has to follow the action. If this impacts more than one player, start with the affected player closest to the left of the current player and proceed clockwise.
The other type are cooperative dogmas. Cooperative dogmas are shown with arrows pointing in all four directions from the symbol.
Anyone who has as many or more of the corresponding symbol as the current player, will perform the dogma along with the current player. Qualified players follow the dogma starting with the player to the left of the current player moving clockwise with the current player following the dogma last.
If at least one player other than the current player is able to take advantage of the dogma, the current player gets to draw a card for free once the card has been fully resolved. Cards can either be splayed up, left or right. When you splay a group of cards you will fan them out which allows you to see and use symbols on cards that have been covered up.
A pile that only has one card cannot be splayed. The final action that a player can take is to dominate a period. To dominate a period a player has to use one of their actions and meet two requirements:. When a player dominates a period, they take the corresponding card from the center of the table. When you dominate a period, you do not lose any of the influence points used to acquire it. Once an age has been dominated, it cannot be taken by another player.
In addition to dominating periods, players can dominate various domains. When a player meets the requirements on one of the domain cards, they place it to the right side of their gameboard. If the domain is earned through a cooperative dogma, the first player to acquire it gets to keep it. If two players would acquire the card at the exact same time, the active player or the tied player closest to their left gets to take the domain card.
The number of dominations needed to win the game depends on the number of players:. Each player counts up how much influence they have. The player with the most influence wins the game. If there is a tie, the tied player with the most dominations wins the game. If there is still a tie, the tied players share the victory. In periods eight, nine and ten there are a few cards that can immediately win you the game. If a player is able to activate one of these cards, the player automatically wins the game.
I think the best way to describe Innovation is to think of what you would get if you broke down a civilization building game enough to fit inside a card game.
Instead of wasting time with a bunch of unnecessary rules, the game focuses on what matters most: the gameplay and just having fun. Like most card games the main gameplay revolves around drawing, playing and activating cards.
This by itself sounds like many other card games. What truly makes Innovation original is what you can do with the cards once you activate them. Every card in the game has one or more actions that you can perform once you activate the card. These actions can range from drawing cards, scoring cards, and even taking cards from other players.
This aspect of the game is critical as it is responsible for pretty much all of the strategy in the game. Basically the goal in Innovation is to try and figure out the best way to use the cards that you draw throughout the game. While I believe some cards are better than others more on this later , each card in the game has some sort of benefit that you can take advantage of or a punishment you can give to your opponents.
Figuring out the best way to use these abilities is what is going to decide who wins and loses the game. While I think the official rules are written kind of poorly, Innovation is not that difficult to play. You basically just choose which two actions you want to take on a given turn; which comes down to drawing, playing or activating a card or dominating an age.
On its own none of these actions are difficult at all. You could probably teach the basic gameplay to new players within a couple minutes. Innovation is one of those games that require you to spend a decent amount of time reading through your cards before you decide what to do on a given turn.
For the most part I would say that Innovation is pretty accessible. While luck plays a role in the game, I would say strategy is usually the determining factor in most games.
The decisions you make in the game will determine how successful you are going to be in the game. No amount of good luck is going to make up for making bad decisions. What I like about the strategy in Innovation is that the game gives you quite a bit of flexibility in choosing what you want to do.
There are different ways of approaching the game with plenty of decisions to make which will have a lasting impact on the game. The key to any strategy in Innovation is that you have to be flexible.
Innovation has a lot of card effects that allow you to mess with other players which includes taking cards from them. Therefore you can never rely on a specific strategy to last very long. There is quite a bit of take that in the game as you could be humming along and another player can throw a wrench into your plans. 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! 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. Cards that you cover up over time are still useful, because some effects will allow you to splay a color in a direction.
Splaying will reveal additional icons from your covered up cards. Visible icons will help you share in other players' actions, demand from opponents, and also defend against their demands. Your score pile contains face-down cards. Each card is worth its value the age number in points. Achievements are one way to win in Innovation. Once claimed, they can never be taken away from you.
Split the cards into their ten supply piles, arranged like a clock as shown below. Randomly and without looking, set aside one card each from ages in the center as normal Achievements. Ihe five Special Achievements are placed nearby. Each player draws two age 1 cards, and all players simultaneously choose one to be the first card on their board. The other card becomes their initial hand. The player with the card in play closest to A alphabetically goes first. Ihe first player or the first two in a four player game will take only one action instead of two on their initial turn.
Subsequent turns are normal. Draw: Add a card to your hand from the supply piles. Cards in your hand can later be melded, or sometimes used to fuel dogma effects.
Dogma: The core action of Innovation. It allows you to activate one of the top cards on your board for its game effect. These effects do many useful things, including placing cards in your score pile. Achieve: Allows you to claim an achievement, if you have enough points to do so. Achievements are the primary way to win! Your two actions each turn can be any combination in any order of these four actions, including the same one repeated twice.
To take a Draw action, find the highest value a card's value is its age number top card you have on your board. Take the top card from that age's supply pile and add it to your hand. Empty Supply Piles: If a supply pile is empty and you need to draw from it, instead draw from the next higher non-empty pile. This happens both for Draw actions, and for any other effects that cause you to draw cards.
For example, if you need to draw a 4, and the 4,5, and 6 piles are empty, you would draw a 7. If you ever are required to draw a card of age higher than 10, the game ends immediately. Choose a card from your hand and place it on your board, on top of any other cards of its color if present.
If that color of your cards is already splayed, the new card continues that splay in the same direction. You can choose any card from your hand, even if its value is much higher or lower than your existing top card of that color. You must satisfy two conditions to take an Achieve action and claim a normal achievement.
First, your score the total value of all the cards in your score pile must be at least five times the. 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. Claiming an achievement does not spend any points, they are merely a threshold required to take it. Once you have an achievement, it cannot be taken away. When you take a Dogma action, choose one of your top cards to activate. This represents your civilization focusing on one of the innovations you have discovered. The Dogma action is the central mechanic of the game.
Each dogma effect is preceded by a small version of one of the six possible icons, indicating which is its featured icon. At the start of a Dogma action, each player counts how many of the featured icon they have on their board.
Each player that has at least as many as you is eligible to share in the use of your innovation. They are also immune to its demand effects, if it has any. Many cards have multiple effects. You will use all of them with a single Dogma action. Do not recount icons after each of the effects, it only matters how many icons were present at the start of the action.
Always complete an effect entirely before proceeding to the next effect. Before you execute an effect, each other player who is eligible to share must also use it. Starting to your left and going clockwise, each of them follows the effects instructions. Then you perform them. If the card has additional effects, repeat this process, including sharing, for each effect.
After your Dogma action is completed, if any player shared any of your effects, you take one free Draw action. This only occurs if an opponent's use of the shared effect caused something in the game to change. A change is one or more cards being drawn, revealed, melded, tucked, splayed, scored, exchanged, or moved. Some effects are demand effects. They are in darker boxes and all start with "I demand" These effects are attacks, and you read them aloud to make it clear what your opponents must do.
In clockwise order, each opponent follows the instructions. Opponents who have at least as many of the featured icon as you ignore demand effects. If you can only perform part of an effect, do as much as you can and ignore the rest.
A demand requiring your three highest cards would take your entire hand if you only have two cards, for example. An effect that exchanges your hand and score pile still takes place if one of the two is empty. You are allowed to use the Dogma action on a card that will cause nothing at all to happen. In this example, I have Writing and Code of Laws which I've already used to splay my purple cards left! I want to take a Dogma action in order to use Writing Draw a 2. Since my opponent has at least as many of the featured icon as me, they are eligible to share.
They draw a 2, and then I draw a 2. After the Dogma action is complete, since any opponent shared in my effects, I get a free Draw action. My highest top card is a 1, so I draw a 1. Bottom: The bottom card of your stack of a color.
If you have only one, it is both the bottom and top card of that color. Card Image: The image in a hexagon on a card, depicting the innovation. These icons have no effect on the game other than to vary which splay direction utilizes the card best.
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