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Innovation
Innovation turns human history into a card race where every invention can propel you forward or sink you in a single turn. There's no board or dice - you win by sharing the progress of rivals who have matched you in icons, or mercilessly attacking them if they haven't.
- Players
- 2–5
- Playing time
- 20–60 min
- Min. age
- 12+
- Year
- 2010
- Designer
- Carl Chudyk
Setup
Separate the cards into ten supply piles, one per era (1-10), and place them in a circle like a clock.
Randomly draw a card from each era 1-9 and place it in the center as that era's standard achievement.
Place all five special achievements nearby, always available to any player.
Each player draws two Era 1 cards.
All players simultaneously choose a card to merge into their board; the other remains in the hand.
Whoever merged the letter alphabetically first starts.
The first player (and the second in games of four or five) takes only one action on the first turn; the rest of the turns are of two actions.
ACTIONS OF THE TURN
Steal
Take the top card of the supply pile corresponding to the value of your highest face-up card. If the stack is empty, draw from the next non-empty stack.
Merge
Play a card from your hand on your board, on top of the stack of the same color if there is one; if the suit is already staggered, the new card continues the stagger.
Dogma
Activate the effect of one of your face-up cards (the top card of each suit). It is the central action of the game.
Reach
Claim an achievement if your score is at least five times the era value and you have a face-up card of that value or higher.
DOGMA AND SHARING EFFECTS
Featured icon
Each dogma effect has a prominent icon; at the start of the action, each player counts how many such icons they have visible.
Share
Players with as many featured icons as you (or more) use the undemanding effect before you, clockwise from your left.
Demand
Effects marked "Require" force opponents with fewer highlighted icons than you; whoever has the same or more is immune.
Free Steal
If an opponent shares your effect and it changes the game state, you draw a free card at the end of the dogma action.
SPLAY
Left
Shows an additional icon of cards covered in the suit.
Right
Shows two additional icons of the cards covered in the suit.
Up
Shows three additional icons of the cards covered in the suit.
Change of direction
If a color was already staggered, it is undone before a new one is applied; with 0 or 1 card, a suit is never considered staggered.
ACHIEVEMENTS
Standard Achievements
Nine achievements (Eres 1-9) available from the start; once claimed they are not replenished.
Special Achievements
Five achievements with their own condition, always available; they are claimed instantly when the condition is met.
Required number
6 with 2 players or teams, 5 with 3 players, 4 with 4 or 5 players.
END OF THE GAME
For achievements
Whoever claims the required number of achievements immediately wins.
By time
If a card with an age higher than 10 needs to be drawn, the game ends instantly and whoever has the most points wins; tiebreaker by achievements and then tables.
Victory conditions
- Victory for achievements
- Claim the required number of achievements depending on the players: 6 (2 players or teams), 5 (3 players) or 4 (4-5 players), combining standard and special.
- Victory by score
- If someone has to draw a card with an era higher than 10, the game ends instantly and whoever has the most points in the score pile wins.
- Tie breaker
- If there is a tie in points, whoever has the most achievements wins; if the tie persists, the game is tied.
Frequently asked questions
- How many players does Innovation need?
- 2–5 players.
- How long does a game of Innovation last?
- 20–60 minutes.
- What is the minimum age for Innovation?
- From 12 years old.
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