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AAX1001
Tesla
vs. Edison: War of Currents
$60.00
SRP
NPI
Nikola Tesla, Thomas Edison, and three other important
inventors of the time struggle to determine who will be most remembered as the
man who brought light to the masses. In running your
electric company you are both a starry-eyed inventor and a ruthless businessman.
You feel pride in bringing electricity to the masses and developing miraculous
new technologies, even as you file patents, engage in a propaganda war, and
roll up your sleeves in the stock market. Balancing both sides of an inventor’s
enterprise is required to achieve your victory.
You
control a start-up company in the early days of the U.S. electric industry. In
the beginning you only have your lead inventor, some shares of preferred stock,
and some money. Over the course of the game you will be hiring other famous
technicians and business people to work for you. Each luminary in the game has
their own unique ratings, and the inventors also have their own special
abilities.
The
actions that you allocate this team of exceptional historical figures to take
will determine the fate of your company. There are four focuses in the game:
claiming electric projects on the map, advancing up a tech tree, investing in
public relations to improve public opinion of your company or the technologies
it uses, and buying and selling stock on a dynamic market. You will need to pay
attention to all of them but can win the game by specializing in just a
specific one or two of your choice, or trying to build a more balanced company.
The path you take is up to you.
Money is tight and players may need to sell
shares of their company in order to do everything they need to succeed. But be
careful: other companies can buy stock you release, and the winner is the
player whose company’s stock is worth the most at the end of the game!
2-5 players
Ages 14+
90 minute play time
Contains:
1 Board, depicting the United States, ca. 1890
5 Inventors:
Tesla, Edison, Brush, Maxim, Thomson
35 Stock certificates
102 Wooden markers in 6 colors
36 Luminary & Propaganda cards
1.64 Million dollars in luxurious bills
12-page rule book
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AAX2001
The New Science
$50.00 SRP
NPI
You are one of the five finest scientific minds of their time:
Isaac Newton, the prodigy. Galileo Galilei, the visionary. Johannes Kepler, the
stargazer. Gottfried Leibniz, the polymath. Athanasius Kircher, the prolific.
Your goal is to be recognized and remembered as the finest scientific mind of
your time. To achieve this you will need to be the first to publish on
important innovations, as well as hobnob with well-connected people. It’s all
about gaining prestige.
The New Science
is a game of planning where five different branches of science are represented,
but there are limited innovations available to publish. Each innovation has a
requirement for its research, experimentation, and finally publishing.
Additionally, in order to publish, you must meet a minimum
level of influence with the government, clergy, free enterprisers, or the rest
of the scientific community. Along the way you might get distracted by some
exciting happenings that offer great benefits or worrying threats. Through it
all you’ve got to figure out how you can be the first to publish and, in
science, whoever publishes first, wins.
2-5 players
Ages 14+
60 minute play time
Contains:
54 Happening cards
6-sided die for attempting experiments
15 Energy markers (3 in each of 5 colors)
50 Discovery markers (10 in each of 5 colors)
35 Track markers (7 in each of 5 colors)
5 Scientist mats
1 Game board
1 Instructions
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