Age of Innovation is a standalone game set in the world of Terra Mystica.
Twelve factions, each with unique characteristics, populate this world of varying terrains. Here you will compete to erect buildings and merge them into cities. Each game allows you to create new combinations of factions, homelands, and abilities so that each game isn't the same as another.
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.
Upgrade your buildings to gain valuable resources such as tools, scholars, money, and power. Build schools to advance in different sciences and collect books, which you can use to make innovations. Build your palace to gain a powerful new ability or build workshops, guilds, and universities to complete your culture.
—description from the publisher
- deep, highly customizable engine
- very replayable with many strategic avenues
- very heavy to learn
- long playtime (around 1.5-2 hours)
- technology, books, and city-building
- Industrial revolution-inspired tech development
- highly asymmetric engine-building with drafting
Mechanics (from transcript analysis)
- end game bonuses — Endgame conditions vary by setup and player choices
- modular map and drafting — Draft modules to grow a personal engine and map expansion
- resource and power counters — Powers and resources upgrade as you progress
- variable endgame — Endgame conditions vary by setup and player choices
Video topics + discussion points
Quotes (from this video)
- The main thing about this is that each of our picks from one through five as we go through them should be a noticeable step up in complexity.
- There’s complexity kind of seen in two different ways. I think there’s the rules complexity.
- complexity means different things to everyone.
- one of the hardest like of all these kinds of videos we do where we do these categories or recommendations.
- Age of Innovation does that—it rewards you for learning them by giving you a game that every time you play is going to feel unique.
References (from this video)
- Clear setup walkthrough
- Rule highlights and scope management (solo and 2p notes) provided in description
- Detailed demonstration of core mechanics and action economy
- No solo play or 2-player variant explained in depth
- Video length may be long for newcomers seeking a quick overview
- scientific progress, innovation, and city-building
- futuristic terraforming civilization where players terraform, build, and develop science
- instructional tutorial
Mechanics (from transcript analysis)
- Building and adjacency power — place workshops/guilds/palaces; adjacent buildings grant power bonuses; bridges connect across rivers
- City formation — form a city when four buildings form a connected group with sufficient power to access city bonuses
- Innovation and science tracks — gain books, power on science tracks; keys to reach higher levels; multiple bonuses and incomes
- Planning displays and tiles — manage starting bonuses and abilities via planning displays and various tiles; drafting rules noted
- Power and resource conversion — convert power to scholars/books/tools/coins; power can be moved between bowls and used for actions
- Resource management — convert power to scholars/books/tools/coins; power can be moved between bowls and used for actions
- Round bonus tiles and scoring — round-end bonuses; scoring via buildings within reach, science tracks, and river/tie-break mechanics
- Terraforming — convert spaces to native terrain using tools/spades with constraints (within reach, shortest route)
- Track advancement — gain books, power on science tracks; keys to reach higher levels; multiple bonuses and incomes
Video topics + discussion points
Quotes (from this video)
- this is a game for one to five players
- they terraform build and spread across the land while Gathering knowledge making Innovations acquiring competencies and advancing in Sciences
- I'll list those six sections with their own time stamps in the description below
References (from this video)
- innovative systems and modularity
- technological and industrial development
- deterministic yet variable
Mechanics (from transcript analysis)
- Modular board — variable setup with modular factions and technologies
- modular factions and technologies — variable setup with modular factions and technologies
Video topics + discussion points
Quotes (from this video)
- I think this game really shines with its thematic integration and the way that its mechanisms work
- it's not perhaps the most replayable but it does or at least the most variable
- the solo mode is very interesting and yeah just a very solid game by Rosenberg
- I love the the depth that this game provides and I still enjoy playing this game over 50 times now
- the player interaction is very awesome I love the simpleness of this game yet it's very reactive and hard to master
- Age of Innovation I feel not as daunting to me for someone who hasn't put in the time
References (from this video)
- Combines competitive feel with modular disruption of Terra Mystica
- Accessible entry point for players familiar with Terra Mystica or Gaia Project
- Learning curve tied to modular components may be steep for some
- Not as straightforward as some lighter titles
- Terra Mystica
- Gaia Project
- Clans of Caledonia
Mechanics (from transcript analysis)
- action selection on tracks — Players advance on multiple tracks to gain bonuses and points.
- modularity / asymmetry — Factions and tiles introduce varied play styles and choices.
- tech tiles / modular tech track — Draft and collect technology tiles that grant asymmetric benefits.
- Track advancement — Players advance on multiple tracks to gain bonuses and points.
Video topics + discussion points
Quotes (from this video)
- and so I really like that the ramping difficulty is really nice as well
- thematic integration the push your luck mechanism of brewing your beers feels what I imagine to be very thematic
- I soundly lost
- I feel like it is a marriage between The Best of Both Worlds
- I would happily play if someone recommended it
- I really enjoyed the puzzle that this game provides
References (from this video)
- high variability and replayability due to drafting and setup
- visually vibrant artwork and components
- strong sense of progression and interactivity
- steep learning curve
- can be heavy and lengthy to teach and play
- terraforming/new civilization development with variable start setups
- A Terra Mystica–style civilization-building scenario with modular drafting of factions and a terraforming-like progression
- system-driven progression with evolving power cycles
- Terra Mystica
- Gaia Project
Mechanics (from transcript analysis)
- engine building — continuous upgrading of buildings and resources to drive forward the empire
- engine-building — continuous upgrading of buildings and resources to drive forward the empire
- faction drafting — draft a faction that comes with unique abilities and interacts with a shifting map/board setup
- tile-based development and upgrading — buildings and power improvements that scale across the game
Video topics + discussion points
Quotes (from this video)
- Age of Innovation feels like it delivers the pinnacle experience of that kind of whole system.
- Twilight Struggle is a borderline masterpiece.
- The arc of Twilight Struggle is so exciting; tension grows across the board.
- This is Mage Knight Ultimate Edition—changing it to cooperative mode is incredible; I’d never go back.
- Eldritch Horror highs are the top board game experiences I’ve had.
- Agricola is the best board game we have ever played and it has stayed at the top for years.
References (from this video)
- For Terra Mystica fans who want new content
- Feels like unnecessary additions to an existing game
- Doesn't capture the elegance of original
- Adds 'frills' rather than improvements
- Overhyped by community
- Divisive - depends on Terra Mystica attachment
- Continuation of established series
- Similar to Terra Mystica
- Terra Mystica (predecessor)
- Gaia Project (similar disappointing expansion mentality)
Mechanics (from transcript analysis)
- Added complexity to base system
- Resource management
- worker placement
- Worker placement variant
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Engaging take on competitive resource management
- Opens opportunities for interactively aggressive and collaborative play styles
- Can feel confrontational for some groups
- Technological progress and strategic contention
- Industrialization era with a focus on innovation
- Competition-driven engineering race
Mechanics (from transcript analysis)
- Tile drafting / engine building — Players select actions that accelerate their own development while hindering others.
Video topics + discussion points
Quotes (from this video)
- you are buying a book by its cover
- theme does matter
- theme doesn't matter at all
- gameplay is more important than theme
- do nature themes suck
- logo has a squirrel who rolls dice
References (from this video)
- great variability and replayability
- mechanics feel cohesive yet modular
- steep learning curve
- rich rule-set may overwhelm new players
- scientific advancement and modular tech paths
- terraforming and terraforming network expansion with a tecnology/book economy
- highly modular, variable setups with asymmetrical power tiles and books
- Terra Mystica
- Gaia Project
- Terra Mystica expansions
Mechanics (from transcript analysis)
- books as resources — books unlock powerful innovations and special actions
- decoupled faction boards — faction abilities are mixed and matched with various boards
- modular map and variable tech tiles — maps and tech tiles are randomized per game for high variability
Video topics + discussion points
Quotes (from this video)
- Second Edition is just a solid in that it takes everything
- it's a brain burner
- the floor for this game is just so high
- when the wife keeps begging to pull it out you just keep saying yes
- it's the one she's always asking to play
References (from this video)
- Close to Brass feel with modern twists
- Engaging mid-weight euro
- Some overlap with Brass fans may feel repetitive
- Engineering and modernization
- Industrial-age innovation race
- Strategy-driven
- Brass
- Brass: Birmingham
Mechanics (from transcript analysis)
- Auction / Bidding — Acquire capabilities to advance
- Auction/bidding and resource management — Acquire capabilities to advance
- engine building — Construct innovative industries and chains
- engine-building — Construct innovative industries and chains
Video topics + discussion points
Quotes (from this video)
- I think it might just be the most underrated feature on Board Game Geek.
- I found it to be very very helpful for myself.
- the analyze feature is actually built into every game page.
- Lisboa might be one that I want to check out.
References (from this video)
- Meaty, strategy-forward gameplay consistent with Terra Mystica lineage
- Two-player suitability with potential depth
- Very heavy and potentially complex for new players
- Unaffected by rapid balance; may require multiple plays to master
- terra mystica-inspired heavy engine-building with a twist
- Terra Mystica universe environment with Gaia Project-like feel
- meaty, strategic planning with asymmetric play
- Terra Mystica
- Gaia Project
- Terra Nova
Mechanics (from transcript analysis)
- area influence / terra mystica-inspired — players develop regions on a map with asymmetrical powers
- asymmetry — starting conditions differ for players to create varied strategies
Video topics + discussion points
Quotes (from this video)
- this is a flip and write game
- open world style flip and write
- I'm very intrigued by the fact that it's designed by Stephen Aramini
- standalone sequel to My City
- two-player only fully Cooperative game
- pure deduction
- it's the next in the South Tigris series
- draft your actions at the very beginning of the game
- asymmetric compared to everybody else
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- There's no real order.
- There are ties on the dates.
- The 12 oldest and the 12 newest.
- There's just brownie points.
- I haven't played Age of Innovation.
References (from this video)
- lush production, deep strategic depth, strong thematic resonance with Gaia/Terra Mystica lineage
- not cheap, heavy setup considerations, learning curve present
- industrial era innovation and map-driven expansion
- A boxed, ambitious Euro-style engine-building game focused on infrastructure and innovation.
- epic economic engine-building with a premium presentation
- Gaia Project
- Terra Mystica
- Gaia Project (new iteration)
Mechanics (from transcript analysis)
- book-resource innovations — Innovations system layers into core play; players use book-like resources to upgrade capabilities.
- overbuilding/building replacement — Players can replace existing buildings with bigger ones to gain more power and scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- this is one of the greatest deck building board games I've ever played
- it's pure joy, pure fun
- the energy in the room when Ready Set Bet is going
- thematic immersion in Thunder Road Vendetta is spot on
- Age of Innovation feels like the definitive evolution of this family of games
References (from this video)
- Deep, multi-layered euro-style with varied action choices
- Rich interaction via adjacency and city mechanics
- Thematic integration through innovation and disciplines
- Multiple victory paths through cities, tiles, and round bonuses
- High complexity and long setup
- Steep learning curve for new players
- Heavy component management and tracking
- Innovation and civilization-building through tracks, tiles, and city founding
- Hex-based terraforming world with a focus on science and innovation, expansion of factions
- instructional, analytical, tutorial-like
- Terra Mystica
Mechanics (from transcript analysis)
- Building and upgrading — build workshops, upgrade to guilds, palaces, schools, universities; adjacent buildings affect power and city founding
- City founding — group of buildings with total power >=7 and at least 4 buildings allows founding a city for bonuses
- Competency tiles — gain competency tiles when upgrading to higher tiers; limit of one tile per type
- Innovation tiles — purchase innovation tiles with books; gain immediate/ongoing bonuses and new buildings
- Power tokens and bowls — gain and move power tokens through bowls; power can be spent to gain effects
- Resources and conversions — convert resources during actions; free conversions allowed after actions
- Round score tiles — round-specific scoring left side for immediate points; right side provides end-round bonuses connected to disciplines
- Sailing/river travel — advance along sailing track by spending scholars and coins, enabling movement
- Terraforming — convert hex terrain to your own by spending Spades and tools to enable building
Video topics + discussion points
Quotes (from this video)
- this is definitely in my top five best games
- the most important action in the game is terraform and construct a workshop
References (from this video)
- rich, layered engine-building
- strong thematic integration with mechanics
- can feel like a busy overabundance of options
- learning curve can be significant
- building a complex, interconnected industrial empire
- Futuristic technological era with industry and innovation
- mechanics-driven storytelling rather than a linear narrative
- Gaia Project
- Terra Mystica
Mechanics (from transcript analysis)
- engine building — players develop a suite of interlocking abilities and actions
- engine-building / tech tree — players develop a suite of interlocking abilities and actions
- Resource management — careful allocation of limited resources to drive progress
Video topics + discussion points
Quotes (from this video)
- I want to show you how the game plays and not to sell you the game.
- I’m one of the more genuine content creators.
- Mage Knight is the best game ever.
- Gaia Project beats Age of Innovation for me.
- I don’t like the idea of being a used car salesman.
- Star Trek: Captain’s Chair is an exciting licensed approach with lots of thematic promise.