How to Play

Age of Innovation

1-5 players 40-200 min 8.5 Board Game Geek Rating

Players control unique factions competing to terraform terrain and construct buildings in this strategic game. Transform landscapes into suitable homelands, then build and upgrade structures to collect resources like tools, scholars, and money. Advance through sciences, create innovations with books, and merge buildings into cities to complete your civilization and win.

Published 2023

Age of Innovation

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select board side
Use the designated sides of the main game board and innovation display(s) based on player count (2p: special rules, 3p: either side, 4-5p: use innovation display extension)
2
Place round scoring tiles
Ensure rounds 5 & 6 tiles are not the 2VP per spade tile
3
Cover round 6 tile
Place a final round scoring tile on the righthand side that does not yield the same bonus as the round 6 tile
4
Limit science track bonuses
In rounds 1-5, maximum 2 tiles can have end-of-round bonuses applying to the same science track
5
Select random tiles
Randomly choose 3 book action tiles and the appropriate number of innovation tiles
6
Assign competency tiles
Randomly assign innovation tiles and all 12 competency tiles to their positions
7
Remove planning card
Randomly remove 1 planning display card, place the other 6 face-up
8
Display faction tiles
Randomly display faction tiles equal to player count + 1
9
Display palace tiles
Randomly display palace tiles equal to player count + 1 (exclude red-backed beginner tile)
10
Display round bonus tiles
Randomly display round bonus tiles equal to player count + 3
11
Draft components
Beginning with start player clockwise, each player chooses either a planning display card, faction, or palace tile (in any order) until each player has all 3 items
12
Select round bonus tiles
Beginning with last player, players choose their first round bonus tiles before placing starting workshops
13
Add dummy player
A dummy player competes with both players for area/science scoring
14
Place area score tile
Blindly place an area score tile facedown at top-left of game board (revealed at start of round 6, setting dummy's area to 12-15)
15
Block scholar spaces
On the science display, use power tokens to block off a scholar's 2-space on each of the 4 science tracks
16
Mark dummy science levels
For each science track, place a power token at level = 2 + total bonuses shown on round scoring tiles for endgame science scoring
17
Apply faction/planning bonuses
The 14 factions and 7 planning displays all grant starting bonuses
18
Gain power from science advances
If science track bonuses advance you past a power threshold, take the power
19
Desert faction spade
Receive a free spade immediately after everyone places start buildings, but cannot build there until first turn
20
Inventors competency tile
Receive a free competency tile; if it grants income, take it at start of round 1
21
Monks university placement
Place university after opponents place all buildings; receive a competency tile (income taken at start of round 1)
22
Omar neutral tower
Place a 3rd building (neutral tower) after opponents place start buildings but before Monks place university; it grants round 1 income

On Your Turn

What you can do during your turn.

1
Blessed science bonus
Act as though science tracks have +3 for end-round bonuses
2
Illusionists power discount
Power actions cost -1 and grant 3-4VP depending on player count
3
Lizards city bonus
Get a free terraform and build after city founding (workshop is free)
4
Moles tunneling
Spend a cube to skip over 1 hex when terraforming/building (gain 4VP); spend a cube to build a bridge even over land (no VP); area scoring includes all buildings 1 hex away or within shipping reach
5
Philosophers book bonus
Gain 1 extra book per competency tile of the matching colour
6
Place white buildings immediately
White buildings must be placed as soon as gained; you may terraform using tools (cubes) while placing them
7
Place purple annexes later
Annexes are not placed immediately but one at a time on future turns; they increase building value and make city founding easier
8
Neutral university restriction
The neutral university does not grant a competency tile (though neutral school does)
9
Calculate power from opponents
When opponents build next to your buildings, gain power equal to total power value of all adjacent buildings
10
Include annexes in power total
Annexes count toward total power, but do not gain power when an opponent places an annex next to you
11
Meet city requirements
Cities are automatically founded with 4+ directly adjacent buildings with power totaling 7+
12
University city exception
A city with a university needs only 3 buildings
13
Monument city exception
A city with the monument (large neutral building) needs only 2 buildings
14
Count annexes
Annexes count toward both building total and power total

Winning

How to claim victory.

1
Convert leftover resources
At endgame, score 1VP for every 5 leftover resources
2
Area scoring
Compare connected territory sizes for area scoring points
3
Science track scoring
Score points based on advancement on each of the 4 science tracks compared to other players (and dummy in 2-player games)

watch & Learn

Let the pros teach you with these top videos.

Hoe speel je... Age of Innovation

Hoe speel je... Age of Innovation

Instructional

Age of Innovation - Unboxing and Reboxing - What's in the Box?

Age of Innovation - Unboxing and Reboxing - What's in the Box?

Unboxing

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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