Clans of Caledonia: Industria is the game’s first expansion, taking the experience to new heights. By now, the Industrial Revolution has deeply transformed Scotland. It comes with a large box to conveniently store both the base game and expansion, complete with custom lidded inserts and removable trays for quick setup and teardown. Industria introduces six new gameplay modules, including a train map and five modular “more of the same” expansions, which you can mix and match for endless variety. With Industria, explore fresh strategies and new paths to victory!
9 clans, 9 port tiles, 9 scoring tiles, 4 new double-sided map modules unlock new strategies!
Use the Railroad to deliver goods to Scottish towns, earning unique bonuses, and race to claim the best milestones. Sell goods at the lucrative Farmers' Market. Score in new ways with end game awards.
Solo players can now enjoy a true multi-player experience and challenge themselves against a newly designed Automa opponent. A sliding difficulty scale tailors to players of every skill level.
- New player powers (clans) add cool effects.
- Ability to build multiple pieces in the same space with certain player powers.
- Added storage solutions in the big box.
- More port city tiles, end of round scoring, and clans.
- The end-game bonus scoring tile module is liked by one reviewer.
- The contract display board offers more planning.
- The base game itself is highly rated (9/10).
- The train board module is too complex, busy, and doesn't add fun.
- High costs for train deliveries and actions.
- Iconography in the expansion is difficult to read and understand.
- The expansion adds a lot of extra work without sufficient reward.
- Farmers market tiles are considered 'meh' and not worth the extra thinking.
- The expansion makes the game 'brain-melting' and overly complex.
- The expansion does not add enough fun for the amount of work.
- The train board is considered the worst module.
- The expansion makes the game feel like it punches into a higher weight class.
- The base game's systems are more elegant and cleaner.
- The expansion is a disappointment.
- Terramystica
- Gaia Project
Mechanics (from transcript analysis)
- action selection — Players choose actions like moving trains, placing milestones, or selling goods.
- Area Control — Players build out factories onto different parts of the map and can gain benefits by building adjacent to certain tiles.
- Contracts — Players can fulfill contracts for rewards, with the expansion adding a display board for available contracts.
- End-game scoring — The expansion introduces new end-game bonus scoring tiles and milestone markers that provide points based on certain conditions.
- Modular Board — The expansion adds new map tiles and standalone modules that alter gameplay.
- Resource Management — Players manage money and various goods to build, deliver, and fulfill contracts.
- Set Collection — Completing end of round goals and contracts often involves collecting specific types of goods or resources.
- Variable player powers — The expansion includes new clans that provide different abilities and focus on various game mechanisms.
- Worker Placement — Players place pieces on the map, and actions are tied to these placements and their adjacency to other elements.
Video topics + discussion points
Quotes (from this video)
- I don't think this expansion is worth it. It doesn't add enough fun and enjoyment to me for the amount of work that it adds.
- The biggest module that takes the most rules and takes the most real estate and everything is the worst module, unfortunately.
- It just doesn't feel worth it.
- This one is like adding five spinning plates to a game where you're already spinning multiple.
- It just I just kept ignoring it and being like, uh, I don't want to do this.
- So, there you go. Unfortunately, yeah, five from both of us for the Clans of Calonia industry expansion.
References (from this video)
- some modules are take it or leave it
- adds too much work and FAF
- learn a lot more iconography
- big module was a big letdown
- makes the game harder to play instead of more rewarding
- harder mechanisms
- Clans of Calonia
Mechanics (from transcript analysis)
- Area Control — expansion adds more work and FAF.
- Resource Management — expansion adds more work and FAF.
Video topics + discussion points
Quotes (from this video)
- Elect yourself president from Parker Brothers.
- It's all it takes to buy your presidency.
- Flip It Jackpot endorsed by television personality Flip Wilson.
- Nightrider.
- Chips.
- The Bionic Woman.
- $6 Million Man.
- Thunderbirds.
- Pre Matt Lecock.
- Get smart.
- I love this.
- I love this book.
- This is my favorite one that I've ever pulled off the shelf.
References (from this video)
- promising expansion to a favored title; potential TTS/TT play
- Oranburger Canal
- Yokohama
Mechanics (from transcript analysis)
- board interaction / added board — expansion adds an extra board and new interaction
Video topics + discussion points
Quotes (from this video)
- This year I feel has more of a prominence on expansions, at least for games that I'm interested in rather than standalone games.
- I'm excited to play Garden Lake.
- It is an interesting year, not very heavy with Rosenberg games as well.
References (from this video)
- adores Clans of Calonia; Industria adds modular depth
- the base game has strong, satisfying decision space
- unclear how much Industria changes the game overall; variety may vary by module
Mechanics (from transcript analysis)
- area/engine optimization — simple core with deep decision space around engine building.
- Modular Board — expands with modular components that alter board layout and play style.
- modular expansions — expands with modular components that alter board layout and play style.
Video topics + discussion points
Quotes (from this video)
- This is a new year, a fresh start, a new opportunity to succeed, as well as a new opportunity to fail.
- I love the base game and I love the way everything clinks together.
- Expansions don't make the game great. And so that's part of why I'm always a little hesitant.
References (from this video)
- A large quantity of extra content with more replay variety
- New map modules increase strategic options and lengthen play sessions
- Clans provide interesting asymmetric twists
- Scoring tiles, awards, and a farmers market mechanic add value and tension
- Solid insert trays and a boxed-in-all approach improve organization
- The train board feels marginal in practice and can be ignored by winning strategies
- Two separate rulebooks create friction and confusion during setup and play
- Some players may find the new bonuses less useful than core-contract strategies
- Paywalls and cost of access to bonuses may frustrate resource decisions
- The expansion box content can feel like a lot to manage and may overcomplicate the base game for newcomers
- trade networks, infrastructure development, and strategic resource management across a modular map
- Industrial-era, Scotland-inspired setting with railway expansion and river-based trade
- economic strategy with negotiation, milestone-driven progression, and specialization through clans
- Clans of Calonia (base game)
Mechanics (from transcript analysis)
- additional_market_and_scoring_modules — New port bonuses, export contracts, awards, and restricted scoring tiles add depth and alternative paths to victory.
- Modular Board — Adds four new map modules and a train track board that interconnects to the base game, increasing layout variety and strategic choices.
- modular map expansion — Adds four new map modules and a train track board that interconnects to the base game, increasing layout variety and strategic choices.
- new_clans_with_asymmetric_abilities — Introduces special clan powers (Douglas, Fraser, Gordon, McBaran) that alter production, pricing, and upgrade options driving varied strategies.
- solo_variant — A dedicated solo mode offers an automata-like opponent, expanding play possibilities for solitary sessions.
- tactical_resource_management_and_river_waterfall_mechanics — Waterfall tiles and river-adjacent interactions create opportunities for multi-token occupancy and dynamic terrain effects.
- train-based transport and milestones — Players deploy trains, unlock milestones by delivering goods, and earn bonuses by moving along a network of cities, towns, and tunnels.
Video topics + discussion points
Quotes (from this video)
- tons and tons of extra stuff in the box here
- the addition of more map modules
- the train map offers some wild bonuses
- the base game without the train board is, in our opinion, the better game
- two rule books now
- it would have been nice to have had a universal rule book