Innovation is Carl Chudyk's tableau-builder of infinite possibilities, taking you on a journey from pre-history all the way to the present...and the near future! In this game, you build a civilization using only cards; there's no map, no tokens, no dice, no pieces. The game's 105 innovations — or in the fourth edition, 115 innovations — are each represented by a card with a unique effect, organized into ten (or eleven) ages. Each innovation's effect is tied thematically to its identity, allowing you to either elevate your society or attack your opponents.
In addition to directly affecting your opponents, you can share in the effects of their technologies if you amass enough visible icons on your board. Strategically building your tableau of cards to share often and defend against demands is crucial to success.
To win, you must claim achievements, which you can attain by amassing points or by meeting certain criteria with the innovations you have built. No two games of Innovation play the same way.
[Admin note: The specific card effects have changed across the four editions of Innovation, in addition to age 11 being added in the fourth edition, but the core gameplay has remained consistent across all editions, so all editions are listed on a single page in the database.]
- Highly interactive and dynamic player interaction
- Deep thematic integration and evolving card interactions
- High replayability from 100 unique cards and multiple strategic paths
- Clear end-game via achievements with dramatic swing potential
- Can be chaotic and punishing for new players
- Heavy reading and rule-learning curve; card text governs many interactions
- Potential for long session length and analysis paralysis in mid to high player counts
- Civilization-building through ideas and innovations
- Historical progression from Prehistory through Information Age, exploring civilizations via card-driven cards
- Dynamic, modular tableau with unique multi-use cards; Dogma actions drive cascading interactions
Mechanics (from transcript analysis)
- Achievements/Scoring — Public score track; players tuck and score cards to earn achievements; achieving six items or certain combinations ends the game.
- Dogma — A special action on certain cards that can force transfers, draws, scoring, or other effects; can affect all players or only those with specific conditions.
- draw — Draw actions pull cards from the appropriate piles; top card values guide how many and from where.
- Icon/Crown/Leaves Economy — Icons (crowns/leaves) drive actions and interactions; managing these resources influences which actions you can take.
- Meld — Players select a card from hand and place it face-up to create or extend a color stack; melded cards stay in front and unlock other actions.
- Splaying/Display — Displaying cards to the left or right (splaying) changes how future Dogma effects apply and reveals new icons.
Video topics + discussion points
Quotes (from this video)
- I think this game is incredibly thematic.
- This is a very interactive game.
- Chaos in this game would not be for everyone.
- Innovation is a deck of cards that changes value over time.
References (from this video)
- highly swingy and interactive
- engaging when players enjoy strategic tension
- polarizing due to randomness and sudden shifts
- progress, dogma, and civilization development
- Civilizational advancement through eras
- card-driven civilization progression
- Terraforming Mars
- Race for the Galaxy
Mechanics (from transcript analysis)
- card-drafting — Draw and play cards to trigger powerful combos.
- hand management — Carefully curate a hand to maximize turn order and scoring.
- set collection — As you collect certain cards, you gain points and bonuses.
Video topics + discussion points
Quotes (from this video)
- “it's another episode of board games and brew where we don't have brew”
- “we launched our merch store”
- “Arc Nova is a tableau builder”
- “it's been chaos because everybody is trying to outsmart everybody”
- “159 games in a week or 10 days”
References (from this video)
- high variability and swinginess
- short play cycles with intense decisions
- thematic cohesion can feel abstract
- some players dislike the chaos factor
- cascading technology and ideas
- cultural eras across civilizations
- swingy, card-driven civilization tableau
- Dominant Species
- Race for the Galaxy
Mechanics (from transcript analysis)
- card drafting / evolving tech tree — players develop civilizations by chaining cards to gain abilities
Video topics + discussion points
Quotes (from this video)
- it's board game adjacent let's just say it's kind of like an activity where you've got a big map on the table and you're trying to solve crimes
- i really really like tapestry
- it's simple but fun
- the fan track keeps you relevant when you're behind
- it's a bundle of fun
- i love calico
- radlands is a fantastic two-player card dueling lane fighter
References (from this video)
- highly Swingy and surprising
- ample variability and replayability
- thematic cohesion can feel abstract
- chaotic momentum may frustrate some players
- quality of ideas and inventions across time
- civilization-like eras
- swingy, card-driven
- Race for the Galaxy
- Through the Ages
Mechanics (from transcript analysis)
- card drafting / era progression — build a civilization through card-driven actions and era transitions
Video topics + discussion points
Quotes (from this video)
- it's board game adjacent let's just say it's kind of like an activity where you've got a big map on the table and you're trying to solve crimes
- i really really like tapestry
- it's simple but fun
- the fan track keeps you relevant when you're behind
- it's a bundle of fun
- i love calico
- radlands is a fantastic two-player card dueling lane fighter
References (from this video)
- Chaotic, silly theme that can be highly entertaining when playing with the right group
- Icon-driven action economy creates dynamic and interactive play
- Clear sense of progression through eras with evolving card interactions
- Chaos and power spikes can overwhelm new players or lead to perceived imbalance
- Mechanics are dense; may have a steeper learning curve
- Technological and societal progress through civilization-building cards and icons.
- Civilizational advancement tracked through 10 eras, with card-based progression and era-based tech icons.
- card-driven civilization development with evolving technologies
Mechanics (from transcript analysis)
- Card-driven actions — Actions on cards are determined by the icons they display; revealing icons enables actions and can allow taking actions on other players' turns.
- Era Progression — The game progresses across 10 eras with innovation cards that players collect and play, driving advancement.
- high on-card effects / chaos potential — Card effects can be extremely powerful, leading to chaotic gameplay dynamics.
- icon-based action economy — Icons on revealed cards grant access to actions; more icons revealed means broader action options and potential to act out of turn.
- spread/display mechanic — Players can display or spread out their cards to reveal more icons and increase their capabilities.
Video topics + discussion points
Quotes (from this video)
- innovation is the silliest game that i absolutely love
- the card effects can be so powerful that the game can be absolute chaos
- innovating can make you very powerful
- the game has 10 eras of innovation cards
References (from this video)
- deep strategic space for a light-to-mid-weight game
- highly interactive between players
- great puzzle for experienced players
- abstract aesthetics can be off-putting
- learning curve for new players
- takes longer with larger player counts
- card-drafting to develop civilizations and technologies
- abstract card game with evolving civilization concepts
- sketches of historical-yet-abstract progress rather than a single story
- Arc Nova
- Sid Meier's Civilization: A New Dawn
Mechanics (from transcript analysis)
- card drafting — players pick cards to build their tableau and trigger abilities
- set collection / tableau building — assemble cards to create combinations and score points
- varying end-game scoring cards — end-game scoring depends on diverse card effects and categories
Video topics + discussion points
Quotes (from this video)
- nobody wants to play with me
- three hour negotiation game
- it's not the easiest to sell
- it's a pretty sizable box
- this is edge of darkness, a very niche game
- Dream Home is fluffy, light, and pleasant
References (from this video)
- elegant design
- clear teaching curve
- abstract in theme
- Title Blades
- Brass
Mechanics (from transcript analysis)
- set-building / card drafting — Players evolve civilizations by playing inventions with unique effects.
Video topics + discussion points
Quotes (from this video)
- We wanted to just have become like this entity that would make games and be very awesome at switching styles.
- passion first
- we like freedom but sometimes after working on a project with a lot of freedom, it's nice to have things laid out and know where you're going.
- we have a very little sense of ego... I'm going to feel equally proud of the end product if she touched it, if we worked both of us on it.
- we want to work as a couple on the same games together
References (from this video)
- Deep strategic depth and varied card powers
- High replayability due to many invention combinations
- Can be complex for new players
- Taking time to grok optimal engine builds
- technological progression and civilization development
- abstract civilizations evolving through inventions
- card-driven, polyform invention track
Mechanics (from transcript analysis)
- card-drafting / action selection — Players select actions from a hand of invention cards, shaping their civilization trajectory.
- set-collection / engine-building — Players build a tableau of inventions to unlock points and future actions.
Video topics + discussion points
Quotes (from this video)
- we are giving away over 50 games across those 24 episodes
- the description is where we will post the winners, never in the comments
- Concordia is a must-have, it's easy to learn but has amazing depth
- this is a gorgeous prototype, they did a great job
- it's easy to get into and has depth—Deserved of our boarding coffee seal of approval
References (from this video)
- insane_triggers
- game_changing_events
- great_at_two_players
- amazing_travel_game
- tiny_box_big_table_presence
- unique_gameplay
- too_chaotic_at_higher_player_counts
- civilization_building
- human_progress
- history
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- no guilt no shame no mercy
- it is pure magic pure gold
- build like a mortal win like a god
- tiny box biggest table presence experience
- this is a game i wouldn't want to play at higher than two
- jamie knows when she's one and i can see it in her face
- i have a very difficult time comparing games that are that drastically different
- castles of burgundy is heavier therefore i put castles of burgundy at one
- i know myself well enough by now you know i've got 34 years into this body i know i know what i'm into
- don't be a meanie or weenie it's okay to hate things
References (from this video)
- High interaction and clever card interactions
- Can feel random and hard to synergize
Mechanics (from transcript analysis)
- card drafting/engine building — Card-based set-building with evolving abilities across ages
Video topics + discussion points
Quotes (from this video)
- I love that our patreon members vote on videos we should make.
- Arc Nova is so freaking good; I have been playing a ton of Arc Nova.
- Sea Salt and Paper is fantastic; it is travel-friendly and easy to pull out.
- Boop is fantastic; we play it non-stop and don't even talk during the game.
References (from this video)
- interesting mechanism; can be mean in play
- not a personal favorite; appeal may vary
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- one of the best two-player games ever
- it's not amazing it's just fun
- it's an amazing deduction game it's really hard to get
References (from this video)
- rich, spicy interaction
- great for fans of abstract engine-building
- can be dense and heavy
- design ideas over time
- card-driven strategic evolution
- evolutionary, rift between tech and culture
- Res Arcana
- Kanban
Mechanics (from transcript analysis)
- card drafting / engine building — players draft cards to build evolving symbols and engines.
Video topics + discussion points
Quotes (from this video)
- it's a fantastic engine building game
- Rules are important for checking mine
- cheater cheater pumpkin eater
- I am crushing you like a grape
- Town 66 going right above
- that Lord of the Rings confrontation pack
- this is the cube challenge
- Calico fits perfectly in the cube with room to spare
References (from this video)
- tight, crunchy decisions
- great for fans of abstraction
- can be punishing and dense
- invention and progression
- card-based idea development across eras
- clever, evolutionary
- Res Arcana
- Kanban
Mechanics (from transcript analysis)
- card drafting / engine building — draft innovations to form chains of effects.
Video topics + discussion points
Quotes (from this video)
- it's a fantastic engine building game
- Rules are important for checking mine
- cheater cheater pumpkin eater
- I am crushing you like a grape
- Town 66 going right above
- that Lord of the Rings confrontation pack
- this is the cube challenge
- Calico fits perfectly in the cube with room to spare
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we're selling our house and we wanted to do this before we had to pack everything up
- we're just going to show you what we got probably won't have too many new games coming in
- innovation is a game we adore
- jamie's favorite game brass birmingham
- gaia project tara mystic on space
- we have root so the og base game
- this is one of jamie's absolute favorites and that is innovation
- we love it it's so good
References (from this video)
- Not a looker but gameplay is compelling
- Multiple end conditions provide variety
- Great combo potential
- Puzzly tactical decisions
- Available on Board Game Arena
- Artwork is not appealing
- Best with 1-2 players; multiple players becomes a nightmare
- Can get out of hand if played with too many players
- Card Driven Civilization
- Civilization history
- Abstract
- Glorias
Mechanics (from transcript analysis)
- Card Play — Players play cards from hand combining effects
- Multiple End Conditions — Players can win through different conditions: auto condition, six dominations, or domination count at final age
- Tactical Play — Game requires tactical play based on hand, cannot be played strategically
Video topics + discussion points
Quotes (from this video)
- we're basically saying that at some point during the first game of it we knew that this was a game we were gonna love and it stayed that way
- man i loved everything about ascension it was great
- you kind of had to play this game very tactically you cannot play this game strategically it's physically impossible
- everything in this game looks absolutely beautiful i could i could have that board as a poster on my wall
- it's just so many options you get in this
- not enough people give whistle mountain any credit at all
- pandemic was just really really good when that came out
- i love a good thematic game
- this is gonna be one i like isn't it
- street masters has really done me a good one here
- being effectively like a twilight imperium for star trek sounds cool
- i really really dig cargo noir
References (from this video)
- dense strategic depth
- compact box
- steep learning curve
- cultural and technological advancement
- civilization progression through cards
- Biblios
- Welcome To
Mechanics (from transcript analysis)
- deck-building — building an economy of symbols to generate points
- engine-building — progress through cards to unlock abilities
Video topics + discussion points
Quotes (from this video)
- we're independent we are both independent women
- two hundred dollars combined no taxes included
- this is a very weird apocalypse that's happening on a walk
- please subscribe to us
References (from this video)
- Vivid thematic vibe derived from abstract mechanisms
- Cards encapsulate diverse, multi-use effects with strong engine-building potential
- Dynamic engine interactions and potential big swings create memorable moments
- Relatively quick playtime for two players (and shortish in the best cases)
- Balanced chaos: lots of powerful cards but with counterplay via engine design
- Text-heavy cards can slow initial plays and overwhelm newcomers
- Icon counting and card splay management can be tedious, especially late in the game
- Two-player is the ideal mode; three to four players can degrade experience and pace
- Onboarding and learning curves can be steep due to unique card texts and dogma rules
- civilizational progress and technological advancement
- Civilization across ten ages from pre-history to information age
- abstracted historical progress, dogma-driven card events
Mechanics (from transcript analysis)
- Achievements — Achieve milestones by meeting score and top-card requirements to gain achievements, some requiring spending an action and others being free.
- Dogma effects — Each card has dogma text that triggers actions when you use that card to perform its dogma, including scoring, manipulating hands, and altering the shared state.
- draw — On a turn, draw a card up to the highest age value in your play area; if the exact value doesn't exist, draw the next value up.
- Icon-based scoring and resources — Icons on cards drive scoring, influence, and interaction; players track multiple icon types and occurrences to leverage dogma actions.
- Meld — Play cards from hand onto the board to create a tableau; placement can cover up lower-value icons and enable future synergies.
- Splaying — Sorts you cards in a direction (left, right, or center) to reveal additional icons and increase current effects, affecting future dogma power.
Video topics + discussion points
Quotes (from this video)
- this game is balanced through overpowered combos
- two-player game is brilliant
- it's a tight potentially crazy cool combo-y kind of card game
- you'd be surprised at how narrative the dogma effects can feel
- text heavy cards can be a barrier at first, but it pays off once you know the cards
- engine-building is subtle but real, and rewards planning
References (from this video)
- clever, multi-layered engine-building potential
- high tabletop banter and tension
- rules can be dense for new players
- evolution of ideas and invention
- varied historical micro-themes across eras
- abstract/history-tinted
- 7 Wonders
- Dune: Imperium
Mechanics (from transcript analysis)
- card drafting — build a hand of cards to trigger chain effects.
- hand management — manage a flexible hand to maximize route efficiency.
- set collection — collect cards with matching icons to gain points.
Video topics + discussion points
Quotes (from this video)
- "I love hate drafting"
- "it's christmas when you unbox a game"
- "the sound of dice hitting the side of a wooden dice tray"
- "brew baby"
- "i'm literally miserable playing unicorn fever"
- "I love the first time you get to unbox a board game"
References (from this video)
- synergy can chain strongly
- replay variety keeps it fresh when played often
- random chaos can be frustrating
- feels repetitive after too much play
Mechanics (from transcript analysis)
- random chaos / draw-tile interaction — rapid-fire actions with often chaotic results
Video topics + discussion points
Quotes (from this video)
- our top 50 is like a living breathing thing that changes every day by the day by the minute
- these games are all incredible even if something's like a number 600 from 700 it's probably still a good game
- ranking is subjective; it's hard to compare a 18 card game to a heavy Euro
- we rank in the moment based on our gut feeling and that's just how the chips fall sometimes
References (from this video)
- Incredibly fun and engaging
- Every game is different
- Chaotic and unpredictable
- Memorable game moments
- Strategic depth
- Can be very swingy
- Chaotic gameplay
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- These games are games that we enjoy playing at two
- Easy to learn hard to master
- Every game is different
- This game is awesome the artwork is incredible
- If you're a couple and you're looking to get a significant other into board games, that is one to check out
- It's a game that's either your thing or it's not
- The more and more I play unmatched more and more I appreciate how good that game is designed
- I love this game I do not like to play it at more than two players
- It might be a masterpiece of two-player game
- Very mean and I just think at two player it just becomes so much more tight
- This is one of the most chaotic games I've ever played
- I love dueling games like I love any game where you are just like Head to Head playing out cards
- Every time where I have the opportunity to play it I want to play it
- I think it's my favorite two-player game
References (from this video)
- Expansions add depth without destroying pacing
- Echoes of the Past introduces clever new dynamics
- Rule management can be heavy for newcomers
- Expansions add complexity that may deter casual players
- innovation bends dogma and dogmatic effects
- Cultural and technological progress across eras
- thematic puzzle with evolving mechanics
- Dune Imperium
- Terraforming Mars
Mechanics (from transcript analysis)
- deck-building — Era-based cards expand the options and interactions.
- forecasting — Top cards have forecast-based effects and rewards.
- iconography / coin-based scoring — Victory tracking through coins and evolving card winnings.
Video topics + discussion points
Quotes (from this video)
- "The pendulum die landed on a bullseye"
- "Underwater Cities is a game that has managed to carve out its own niche"
- "I ended up winning and it wasn't particularly close"