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Tesla vs. Edison: War of Currents
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!
90 minute play time
1 Board, depicting the United States, ca. 1890
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
The New Science
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.
60 minute play time
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 board1 Instructions