SoloPlay Rules for Innovation Game
SoloPlay Rules for Innovation Game
Introduction: The game of Innovation was designed for 2-4 players. The following SoloPlay rules
have been designed to give a single player the opportunity to play the game with a similar level of
challenge. The rules have been playtested extensively to ensure that the game is balanced and as
true as possible to the original game concept. It is assumed that the player has a good knowledge of
the game to be able to play this variant. Playing with more than one expansion at a time does make
the game more difficult to play but can provide a richer game experience. This variant was tested
with one to all expansions included. You may season your game to your taste.
Game Goal: To better the “Ruling Party’s” expectation and develop a balanced culture to achieve a
higher level of success (society) when a game end condition has been reached.
Game Setup:
1. Expansions Setup: Shuffle all expansions that you have decided to play with within their decks
and ages and set them to the side.
a. If playing with the Artifacts and/or Cities expansions, retrieve one of each age to create
your opponent’s 10 card expansion “deck”.
Cities/Artifacts Cards i. Randomly shuffle or select an artifact/city for each age and return all of the rest
You may choose other means
to end with a deck of 10 to their respective deck/supply. There will now only be 1 random city/artifact
city/artifact/cards for the for each age for when the Ruling Party qualifies to draw from the stack. By
Ruling Party to draw from.
doing this, your opponent will sometimes gain an artifact and other times a city.
2. Shuffle all special achievements together and randomly draw 4 to be in play for your game.
a. If you are playing with the Cities expansion, then one of the four achievement cards
drawn must be from that expansion.
b. If you are playing with the Figures expansion, randomly choose 2 decrees to be in play
for your game. These are not considered special achievements and the Ruling Party will
never gain one of these. Place the remaining decrees back in the box as they will not be
available in your game.
i. Therefore, if you are playing with the Figures expansion, there will be 6 non-
numeric achievements in play.
3. Separate and shuffle all 10 age supply decks.
a. Set aside 3 cards from Age 1 and 2 cards from all other supply decks.
b. Do not set aside any normal “numeric” (1-9) achievements
i. If playing with the Echoes expansion, you must decide how many echoes cards
Drawing Echoes will be in the supply decks. The minimum is 5 for Age 1 Echoes cards and 3 for
Card:
every other Age. The maximum is 6 and 4 respectively. Based on the special
Neither player is limited
when drawing Echoes cards.
achievements drawn you may choose to have more Echoes cards available.
You may have more than one ii. Depending on your choice you will need to additionally remove the same number
in hand at a time.
of base Age cards from each supply stack.
iii. Shuffle all supply stacks (Echoes will be mixed in).
4. Set the 10 supply stacks in order (10 cards in Age 1 and 8 in all other ages), placing the 4
special achievements and optionally the 2 decrees nearby.
5. Set the SoloPlay player aide/dogma tracks in an accessible position in the playing area.
a. Using 7 cube markers (not supplied) place one on the “0” position of each dogma
culture track and one on the zero “Score Goal” position.
6. Draw 2, Age 1 cards to your hand
a. Choose one card to play(meld) from your hand to begin your player board.
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i. Advance the corresponding dogma culture track marker (matching the dogma
symbol on the card played) one position on the player aide.
1. Example: If the card Tools was played, you will advance the bulb track
one position.
7. Turn the top Age 1 card and place (meld) in the “Ruling Party” section above the Age supply
decks or wherever it is convenient to maintain their “board”.
a. Advance the corresponding dogma culture track marker one position as you did for the
card that you chose to play.
8. Compare the names of the two cards melded. Whichever is closest alphabetically to “A” will
take the first turn in the game.
9. Game setup is complete.
Age Age Age Age Age Age Age Age Age Age
1 2 3 4 5 6 7 8 9 10
RP’s Cities
Score Pile Artifacts Supply
/Hand Ruling Party’s Board Stack
/ Forecast
RP
City / Figures Exp Special Special Special Special / Cities
Artifacts
Artifacts Decree Decree Achievement Achievement Achievement Achievement Supply
Figures
Supply
Achievements
Culture
Score Pile
Track and
Scoring Player Aide
Goal Board
Forecast
Active Player’s Play Area
The Ruling Party: The Ruling Party (your opponent) desires to maintain the status quo and develop
the group’s culture in their own way but there are some who disagree with their methods. Therefore,
they have issued you a challenge to prove that you can develop a better society/culture than they can.
As the game progresses the scoring goal will increase as the culture grows making it more difficult for
you to find success. The following details the Ruling Party’s functions and actions:
1. The Ruling Party has only 2 active areas (3, if using the Artifacts expansion), the hand/score
pile/forecast and their board (artifact area, if using the Artifacts expansion):
a. Hand/Score Pile/Forecast: Anytime the game is required to draw, score or place a card
into its forecast a card it will go facedown to this area. Drawing, scoring and placing a
card into the forecast are all interchangeable terms for the Ruling Party.
i. Examples: Forecasting a 4 card increases the Ruling Party’s score by 4 and
adds one card to its hand. Switching a forecast card with its score pile is not an
action the Ruling Party would perform as this does not change the game state as
the forecast and scoring pile are the same thing.
b. Board/Determining the # of each icon: The 5 stacks (6 with the Artifacts expansion) will
not be splayed during the course of the game for the Ruling Party but may be enhanced
by the culture markers on the player aide (positions 1-4) as long as the Ruling Party
has at least one of the corresponding icon on one of their top cards. The following
examples outline 3 normal possibilities when the active player attempts to execute a
dogma to determine if the Ruling Party will share in the dogma or is able to defend
against a demand:
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i. Example #1: The Ruling Party shows 2 bulbs on top cards (remember to include
When does the Ruling the Ruling Party’s artifact card as necessary) and the culture track (before
Party count the culture
track into its icon count? paying the cost of the dogma) is on 3 bulbs. The Ruling Party has 5 bulbs.
1. If it has a matching top ii. Example #2: The Ruling Party shows no crowns on top cards and the culture
card icon on its board or; track (before paying the cost of the dogma) is on 4 crowns. The Ruling Party has
2. If a culture marker crosses no crowns since there are no matching top card icons.
an action/scoring line on
iii. Example #3: The Ruling Party is showing 7 leaves on top cards and the culture
the Ruling Party’s turn.
track (before paying the cost of the dogma) is one space past the first scoring
line. The Ruling Party has 7 leaves. The 5 icons on this space only count if the
Ruling Party is trying to execute a demand or end game action dogma.
c. Once the culture marker has passed an action/score line the Ruling Party will increase
their expectations (the scoring goal), possibly demanding an action or a contribution to
its scoring pile (tribute) or worse, calling an end to your efforts. If the culture marker
remains beyond a scoring line, the icons no longer count towards their icon total when
determining sharing and defense against demands (except the last position on each
track, “7”)
i. Crossing Scoring Line Notes:
1. To execute a demand / end game dogma action the Ruling Party will get a
temporary icon boost of 5-6 when crossing an action/score line. This is
noted on the player aide with the 5/0 and 6/0 spaces. When a marker
reaches the last position, the Ruling Party has 7 icons of the indicated type
and will increase the scoring goal by 3 points and execute a demand / end
game dogma action. This will be repeated in the event that the marker
attempts to move beyond the last position of the track, as well. You do not
want this to happen very often due to the strong likelihood of negative
effects.
2. Figures Expansion: Each time a culture marker passes a scoring line the
active player gains a figure from the figure deck (moving past the end of the
culture track does not reward a figure) based on the highest top card on
their board. You may only get one figure per player’s turn.
2. The Ruling Party’s turn:
a. The Ruling Party performs 1-2 draw and meld actions during their turn. As a result of
the cards melded the culture track is advanced as explained below. The active player
can guide the Ruling Party to a degree but more often has to manage the way that the
society develops.
i. Executing the Draw/Meld Action(s): Draw one card from a supply stack equal
to or greater than the highest age on the Ruling Party’s board. The Ruling Party
Ruling Party’s turn will will not splay during the game so the card will either be placed on/tucked under
consist of one of the an existing stack or start a new one.
following: 1. Expansion Notes: (If playing with Artifacts and/or Cities expansions and
1. 1 card drawn/melded and 2 the first meld covers an age of a lower value and the supply stack for the
different icons advanced.
2. 2 cards drawn/melded and 2
covered card’s age is empty, the Ruling Party plays the card for the age
icons advanced. covered. The card is melded on top of its stack or covers a previous
3. 1 card drawn/melded, 1 icon artifact card. The icon most represented on the expansion card advances
advanced triggering scoring and the corresponding culture track. If there is not a card in the Ruling
a possible demand or game end
action dogma and/or if playing Party’s expansion deck for the age, no expansion card is played. The Age
with expansions draw a city or 10 expansion card will only be played if the Ruling Party does not have
artifact. an Age 10 supply card to play (this is its Age 11 card). If this happens
4. 2 cards drawn/melded, 2 icons
proceed to game end scoring after playing the card.
advanced (one per card) with
the 2nd possibly triggering a. Execute the Expansion Card Action:
scoring / demand or end game i. Artifacts: Consider all icons for the dogma action using
action. only those on all of its top cards including the artifacts
The only exception is if the ruling card. If it has the same or more than the Active Player,
party performs the 1st turn of the the action is executed.
game. In this case only 1 card is
drawn/melded advancing the ii. Echo Effects: Consider all icons for the dogma action
noted culture marker 1 position. using only those on all of its top cards including the
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artifact card, if it has one. If it has the same of more than
the Active Player, the echo effect is executed for the Ruling
Party only.
iii. City Effects: Splay effect is ignored. The “flag” and
“fountain” symbols will only be considered at the end of
the game as 2 point numeric achievements if still a top
card. All other effects are executed normally for the
Ruling Party.
iv. Figure Effects: Inspire actions are performed immediately
by the Ruling Party if able to perform the action. If the
Ruling Party has another figure in play, fade the figure to
the Ruling Party’s score pile.
ii. Advance the Culture Track: The culture track is advanced one space for the
dogma icon on the melded card. If an action/score line is crossed, check the
card melded to see if it is a demand or game end action dogma (all other dogmas
are ignored). If so, see Ruling Party Increases Expectations below. Otherwise,
refer to the following:
1. Optionally, if there is a 2nd different icon on the 1st melded card, the
active player may choose to advance the culture track one position for
the “other” icon. This will end the Ruling Party’s turn unless a
City/Artifact Expansion: demand/end game action is triggered. See Ruling Party Increases
Reminder: For the Ruling Expectation below. Expansion Note: If this qualifies for an artifact/city
Party to gain an artifact/ city card, draw the card from the top of the stack = to the age of card covered.
card, the first card was
melded over a card of a 2. Otherwise, if there is only one type of icon on the melded card or the
lower age and the supply player chooses not to advance the 2nd icon, a 2nd card is drawn, melded
stack for the matching and the corresponding dogma culture track is advanced one position.
covered card is empty.
Whether you decide to
This will end the Ruling Party’s turn unless an action/score line is
increase 2 icons or one you crossed. See Ruling Party Increases Expectations below.
must resolve the artifact/city 3. Possible Game End Condition: If the “10” supply stack is empty and a 2nd
action card. card draw is required (or chosen) advance the scoring goal one position
and proceed to end game scoring.
iii. Ruling Party Increases Expectations: (culture marker passes an action/score
line)
1. Advance the scoring goal the noted # of positions for the line crossed
before checking the demand or end game action dogma.
2. Check/compare the icon counts to see if the active player can defend
against the demand/end game action dogma. The active player totals
the corresponding visible card icons on his board. For the Ruling Party,
total all related visible top card icons and add the icon value beneath the
culture marker (5-7) to the total. Compare the two results.
3. If the Ruling Party has the greater # of icons, the demand action
succeeds and the active player must comply with the demand to the
fullest extent possible. Once the demand has been fulfilled, the Ruling
Party’s turn has ended.
a. If not, the demand fails and the Ruling Party’s turn has ended.
4. If the card turned has a game end action dogma and the Ruling Party
Figures Expansion:
You will gain a figure once
can claim the victory executing the action noted then the card is
per turn that a culture marker executed. Otherwise, the entire text is ignored and the game continues.
passes a score/action line. The Ruling Party’s turn has ended.
Use the normal rules for 5. Figures Expansion: Active player gains a figure using normal rules. This
gaining a figure.
can happen at most once per turn.
6. Game Note: It is possible that a culture marker crosses the same
action/score line multiple times during the game, even in consecutive
turns. Each time a line is crossed due to a gain in culture the scoring
goal increases and a possible demand or end game action dogma is
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performed. Care must be taken when working close to the action/score
lines.
Expansion Notes:
1. Adding Numeric Achievements: If an action permits the active player to add numeric (normal)
achievements, they are placed with the special achievements but only if the active player has
not already gained the same valued achievement. At game end, the cards will be available for
the Ruling Party to gain. These will not count against the active player at game end.
a. Global Numeric Achievement Note: Only one of each numeric achievement can be
gained by both “players” cumulatively. Therefore cards that have actions that permit
the active player to achieve a top card etc. can only be done if the value has not already
been achieved (see Charitable Trust (Echoes) as an example). This applies for the
Ruling Party at game end as well.
2. Figures: Remember to consider the karma effects on the Ruling Party’s board when dogmas are
performed. Only karma effects that refer to icons have any effect. All other karma effects are
ignored for the Ruling Party. You will only gain a leader as a result of an action/score line
being crossed and not by any other means. The Ruling Party will only gain a figure if you
achieve a standard achievement.
3. Cities: The rules for gaining a city card does not change for you. The Ruling Party will always
meld the city card when it gains one and having one in hand does not block the Ruling Party
from drawing/melding a city card on top of an existing one.
a. Culture Track Advancement: When the Ruling Party plays a city, advance the culture
track one space (resolving “Crossing Scoring Line” when needed) for the icon most
represented on the card. The active player can choose to advance any culture marker
one space represented on the city card, not necessarily the icon with the most shown.
b. Achievement: If the active player has a top city card with a flag or fountain at game
end it is worth 2 points towards their end game score. Be sure to account for this when
considering that the active player has achieved 6 achievements. For the “flag” city
achievement compare the total number of cards in the respective Ruling Party color
stack to determine status.
4. Artifacts: The icons on each player’s artifact top card counts towards their icon total.
a. Ruling Party can only activate the effect on an artifact when the card enters play. The
active player may use the action at the start of each turn. The Ruling Party will never
discard the artifact as it will be a 6th stack. The active player must decide whether to
get rid of their artifact at the start of their turn and may not gain another unless they
do not have one.
Taking Actions: (Active Player)
1. Meld a card:
a. A meld is performed by taking a card from your hand and placing it on an existing stack
continuing a splay, if one has begun, or starting a new stack.
Melding Cards i. Optionally, you may choose to advance your culture track one space for the
Advance Culture Track? dogma icon on the melded card.
Active player: It is optional ii. Melding Notes: Any meld may/must advance a culture track for the active
Ruling Party: It is mandatory to advance
a dogma culture marker with each meld player / Ruling Party respectively, regardless of how the meld was performed.
regardless of how it is done. This includes However, card transfers from board to board are not melds but “tucking” a card
the cities, figures and artifacts expansions.
to start a new stack is considered a meld (new top card put in play).
2. Draw a Card:
a. Take a card from a supply stack equal to the highest top card age shown on the player’s
board into hand. If the stack is empty, draw from the next highest stack that still has a
supply.
3. Achieve:
a. Numeric (normal) Achievements (1-9):
Expansion Effects on i. Like the normal rules you must have a top card equal to or greater than the
Achievements: numeric achievement that you are trying to acquire. Example: An Age 5 or
Some expansion cards may alter the greater top card is needed to gain a #5 achievement.
way you can claim achievements.
You may not have to have a top card
ii. You must have 5 times the achievement card’s Age in your scoring pile (possibly
of the age or higher, for example including card bonus values (Echoes expansion))
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iii. Additionally, there must also be an achievement of the number in a supply stack.
Remember that no achievements are set out at the start of the game and that
each number may only be gained once.
1. Paying for the achievement:
a. Unlike the normal rules, the active player must pay, using the
score pile, to gain the achievement. No change is given; so it is
Gaining Age Achievements
(#1-9) possible that an overpayment may be needed. The cards used for
“payment” are returned to the corresponding supply decks using
1. There must be a card in the supply or with the
special achievements (exp) that you want to gain. the normal rules for returning cards.
2. You must pay, using your score pile and/or i. Expansions Notes:
bonuses. Return the cards used for payment (min 1 1. A minimum of one card must be “paid” to gain any
card regardless of how achievement claimed.
Bonuses may only be used once per turn
numeric achievement regardless of how it is gained.
3. If an achievement is of greater value than any Additionally, each bonus value can only be used
previously claimed, the cost is 5 more to acquire. once per turn and adds to the score total normally.
4. At game end each numeric achievement is worth its 2. The Ruling Party retrieves and melds a figure equal
age in points.
to its highest top card, fading any top figure.
Figures Exp: Remember to draw a figure for the
Ruling Party when a normal achievement is b. Additional cost: If the numeric value is greater than any numeric
claimed. achievement already taken, the cost is 5 more. Example: A “2”
achievement is taken for a value of 10 and later the player desires
to gain the “4”. This will cost a value of 25 instead of 20.
c. Scoring Note: Numeric achievements are worth their Age in
points during final scoring.
b. Special Achievements: (those from the base game, Echoes and Cities expansions)
i. The special achievements are gained normally when the active player is able to
meet the requirement and do not cost an action to gain.
1. The Ruling Party will not gain any special achievements during the game
but remaining special achievements at game end will give points to the
Ruling Party.
c. Decrees: (Figures expansion)
i. The active player will be able to claim and execute a decree using the normal
rules. Once in the achievement area the decree action cannot be used.
4. Execute a Dogma:
a. Qualifications:
i. Before the active player can execute a dogma, the culture tracks must be
Dogmas activated by referred to. If there are enough of the needed icon(s) indicated on the culture
other cards. Do I have to track, reduce the track(s) the number of icons shown on the dogma card and
pay again? execute the dogma.
No. Only the initial Dogma 1. Examples: To execute “The Wheel” you will need at least 3 towers
requires culture payment. indicated on the culture track. To execute “Writing”, you will need to
Example: Age 10 – Self Service
have 2 bulbs and a crown on the culture track.
2. However, if the player does not have the necessary culture or the
demand action cannot be successfully used or no part of the action(s)
can be performed, then the dogma cannot be executed. You may not
execute a failed dogma to reduce your culture marker(s) 3 positions.
ii. Will the Ruling Party share in the action?
Tallying the Ruling Party’s Icons 1. Tally the number of needed icons on the Ruling Party’s top cards. If it is
(before paying for a dogma) greater than zero, then add the lower number indicated by the
Top card icons
corresponding culture track, before the dogma is “paid for”. If the Ruling
If >0, add the lowest number indicated by Party will share the action(s) or will defend itself against a demand.
the corresponding culture track. Example: a. Examples of determining icon counts for the Ruling Party are
The 5/0 position would be 0.
noted in the Ruling Party section above.
b. Execute the dogma/demand normally with the game responding or sharing the dogma.
i. Reminders: The Ruling Party’s scoring pile, hand and forecast are considered
one in the same. A hand card = a scoring card = a forecast card. The Ruling
Party also will not splay stacks bit if there is a second or more dogma action(s)
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on the card, the Ruling Party is considered to have splayed to take part in it.
Example: Paper, Ruling Party will only draw.
1. Some cards have altered functions to work in the solo environment.
Those changes/clarifications are noted in the Card Changes/
Clarifications by Age below.
5. Development Action: (new action – 3 options)
a. Option 1: To advance 2 positions on the dogma culture track as noted on one top card
on the active player’s board. This can be 2 of the same or 2 different culture tracks (1
position each).
b. Option 2: To move any one track down 1 position.
c. Option 3: To move any one track up one position for an icon not currently present on a
top card on the active player’s board, as long as the age beginning the icon’s presence
has been drawn from. Factories cannot be chosen until Age 4 and clocks until Age 7.
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(+1 for the leaf position and +2 for the crown position beyond the respective
scoring lines).
2. Tally the active player’s score:
a. Total numeric achievement gained (Age #s)
b. Add 5, if the active player successfully triggers a special game end condition
c. Add 2, if the active player has a greater total in his scoring pile if an “11” stack draw is
required by either player.
d. Add 2 for each regular special achievements collected (base + echoes)
e. Add 3 for each decree gained
f. Add 4 for each “city” special achievement
g. Add the level of your society. This is the lowest culture marker level on the dogma
culture track.
Determining the game results and rating your outcome:
1. If the active player’s total is greater than the scoring goal, the active player has achieved a
victory condition: Add the margin and society scoring values below to determine your culture
results. If not, the game ends in a loss.
a. Score 1/2/3/4/5 for a margin victory of 1-3 / 4-5 / 6-7 / 8-9 / 10+
i. Example: The final score is 17-12 this is a 5 point victory giving you 2 points
towards your culture results.
b. Building up your society:
i. As a last action to help model your society, the active player may pay, using the
Cost to advance culture score pile, to move culture markers up. The cost for each move goes up 5 per
markers. move regardless of the type being moved. Example: It would take 5/10/15/20
(# position: score pile to move any combination up to 1/2/3/4 markers a total of 1/2/3/4 positions.
value)
You may move any marker more than 1 position. In this example, 4 spaces
1st position: 5 value would require a score pile of 50+. You pay for this action in total. Do not
nd
2 position: 10 value
3rd position: 15 value resolve each move 1 at a time.
4th position: 20 value ii. Finally, note the lowest position on the culture track after all effective
5th position: 25 value adjustments have been made.
6th position: 30 value
1. Score 0 if this is a 0: You have a level 1 society (rudimentary)
Examples: 2. Score 1 if this is a 1: You have a level 2 society (functional)
5 positions:
5+10+15+20+25=75 value
3. Score 2 if this is a 2: You have a level 3 society (stable)
4. Score 3 if this is a 3: You have a level 4 society (strong)
5. Score 5 if this is a 4 or greater: You have a level 5 society (dynamic)
2. Rating Your Culture: Combine your margin and society score to rate your result.
a. 1: Prehistory / 2: Classical / 3: Medieval / 4: Renaissance / 5: Exploration / 6:
Enlightenment / 7: Romance / 8: Modern / 9: Postmodern / 10: Information
3. Did you meet the Ruling Party’s expectations?
a. A culture of 5 or less, fails to convince the Ruling Party. (You return to your former
peasant life – easy game victory)
b. A culture of 6-7 is met with raised eyebrows and a warm handshake. (You passed)
c. A culture of 8-9 is met with an offer to become 1st citizen of the new republic. (You
exceeded)
d. A culture of 10 grants you the keys to the kingdom and a hero’s welcome. (Take your
throne)
Card Changes/Clarifications by Age: (Ruling Party actions, if any, unless otherwise noted) cards are
used normally except for those mentioned. Keep in mind the following:
1. Drawing, scoring and foreshadowing (Echoes) mean the same thing to the Ruling Party
2. If a specific card icon is required from the Ruling Party, the active player may review only the
cards of the required age starting with the lowest age.
3. If there are 2 of more cards that meet the specifics of the request, the active player chooses
which one to use.
4. If a meld occurs for the Ruling Party on the active player’s turn, a dogma action will not be
triggered but the scoring goal might increase after the culture marker is advanced.
5. The Ruling Party will not splay its stacks.
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Age 1:
1. Agriculture: May only perform this action if it increases the amount of the score pile
2. Clothing: May only perform this action if it increases the amount of the score pile.
3. Code of Laws: No action
4. Domestication: May only perform this action if it increases the amount of the score pile
5. Masonry: Does not gain special achievement
6. Pottery: May only perform this action if it increases the amount of the score pile
7. Tools: No action
8. (Artifacts) Jiskairumoko Necklace: (Ruling Party) If the active player is compelled the
achievement is transferred to the Ruling Party’s hand. It is not considered an achievement.
(you) Flip cards from the Ruling Party’s hand starting with Age 1 (then 2 and finally 3) until/if
a Tower is revealed. Transfer the card to your score pile. No achievement will be transferred.
9. (Artifacts) Mask of Warka: (you) If the Ruling Party is not able to reveal a color matching your
cards, you may achieve the lowest value revealed as long as there is a matching card in the
supply.
10. (Artifacts) Dancing Girl: (all) No effect
11. (Echoes) Chopsticks: (you) The “1” achievement can be moved to the special achievement area
only if you have not already claimed the same.
Age 2:
1. Calendar: Ruling Party only: Compare 3 of hand/score cards to their number of top cards.
2. Canal Building: No action
3. Construction: Does not gain special achievement
4. Currency: Only a single 1 may be returned
5. Mathematics: No action
6. Philosophy: No action
7. Road Building: No action
8. (Echoes) Toothbrush: (you) The “2” achievement can be moved to the special achievement area
only if you have not already claimed the same.
Age 3:
1. Alchemy: The card melded must be from the lowest age (advance the corresponding culture
track)
2. Compass: The card the active player chooses from the Ruling Party must be from its lowest age.
3. Education: May only perform this action if it increases the amount of the score pile
4. Feudalism: The card the active player chooses from the Ruling Party must be from its lowest
age.
5. Optics: Do not look at the Ruling Party’s hand since a specific icon is not being requested.
6. Paper: Draws 1 Age 4 card
7. Translation: No action
8. (Artifacts) Shroud of Turin: (you) The achievement claimed may not be higher than the lowest
valued card returned.
9. (Echoes) Charitable Trust: (you) You may claim the achievement only if you have not already
claimed one of the same value.
Age 4:
1. Anatomy: Active player must choose the lowest age card from the Ruling Party’s hand and then
return a matching top card, if there is one.
2. Gunpowder: Active player must choose the lowest age top card with a tower
3. Invention: Will draw and score a 4 but does not gain the special achievement
4. Navigation: Take a 2 before a 3
5. Perspective: No action
6. Printing Press: No action
7. Reformation: No action
8. (Figure) Niccolo Machiavelli: (you) Each color splayed right where you have more cards than the
Ruling Party has in the same color counts as an achievement for you.
9. (Echoes) Telescope: (you) You may claim the achievement only if you have not already claimed
one of the same value.
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Age 5:
1. Astronomy: Does not gain the special achievement
2. Banking: Active player must choose the lowest age card from the Ruling Party’s board
3. Chemistry: Card gained must be higher than the card returned
4. Coal: The active player chooses which 2 cards to score from the Ruling Party’s board.
5. Measurement: May only perform this action if it increases the amount of the score pile. If so,
choose the lowest Ruling Party hand/score card, reveal to show its color and return. Count the
number of that color on the Ruling Party’s board and draw a card of this or a higher age.
6. Physics: If 2 cards of the 3 drawn are the same color, only a single lowest card from the Ruling
Party’s hand/score pile is returned along with the 3 cards drawn.
7. Statistics: In response to a demand, return the highest valued card and if only one card
remains in the Ruling Party’s hand/score pile, return it as well.
8. (Figure) Bartolomeo Cristofori: (you) The achievement gained cannot be of a greater value than
the age of the 5th card played. Reminder: You must be able to return a card (any) from your
score pile to gain a numeric achievement regardless of how it is gained.
9. (Artifacts) Almira, Queen of the Castle: (you) The value must be in the supply to be claimed.
10. (Artifacts) Sandham Room Cricket Bat: (you) The achievement claimed must be of value 6 or
lower.
11. (Echoes) Seed Drill: (you) You may only move an achievement to the special achievement area if
you have not claimed the same value.
Age 6:
1. Classification: Randomly reveal the highest valued card in the Ruling Party’s hand/score pile
and then transfer from your hand all cards of that color and meld them advancing the
corresponding culture markers. Return the card revealed to the hand/score pile.
2. Democracy: The lowest single card is returned as long as it is lower than 8
3. Encyclopedia: No action
4. Metric System: No action
5. (Artifacts) Moonlight Sonata: The achievement claimed must be equal to or less than the
bottom card melded and not of a value that you have claimed.
6. (Artifacts) Marcha Real: The claimed achievement must be of the same value or lower than the
2 returned cards and not of a value that you have claimed.
7. (Echoes) Hot Air Balloon: (you) Compare the top card to a card in their hand. If there are 2
cards of the same value, you can activate Hot Air Balloon.
Age 7:
1. Bicycle: No action
2. Evolution: Choose the option that increases the Ruling Party’s hand/score pile the most
3. Lighting: May only perform the action if it increases the Ruling Party’s hand/score pile.
4. Publications: No action
5. Railroad: May only perform the action if it increases the Ruling Party’s hand/score pile
6. Refrigeration: The Ruling Party will draw a card equal to the highest card in their score pile,
taking from a higher age, if necessary.
7. (Figure) Rowland Hill: Any achievements claimed from your hand must be less than the
available achievement being claimed from the supply. Reminder: You must return a card from
your score pile for each numeric achievement being claimed from your hand. You may only
have one of each achievement value scored during the game.
8. (Figure) Queen Victoria: Reminder: Only numeric achievement values that the active player has
not claimed can be moved to the special achievement area to be claimed.
9. (Echoes) Ice Cream: (you) The achievement can be moved to the special achievement area only
if you have not claimed the same value.
10. (Echoes) Saxophone: (you) A top card Saxophone with 1 or 2 other visible “notes” is equivalent
to claiming 1 or 2 additional achievement(s). For your opponent, consider the number of
splays that you have in each direction. Whichever is the most (ties, you choose), you may
review the Ruling Party stacks and determine if a “note” would be visible to activate Saxophone.
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Age 8:
1. Antibiotics: Will perform the action if it increases the Ruling Party’s hand/score pile.
2. Electricity: May only perform the action if it increases the Ruling Party’s hand/score pile.
3. Empiricism: Refer to the 2 highest Age cards shown on the Ruling Party’s board to be the color
choices. Check to see if the Ruling Party has 10 or more bulbs showing on their board. If so,
the Ruling Party gains the 5 instant victory points and the game ends.
4. Evolution: Will perform the action if it increases the Ruling Party’s hand/score pile. If so, the
option which increases the hand/score pile the most its chosen.
5. Flight: No action
6. Mass Media: Will perform the action only if a number chosen takes more from the active player
than the lowest card from the Ruling Party that was returned.
7. Publications: No action
8. Quantum Theory: Return the 2 lowest cards (neither can be 10’s)
9. Socialism: No action
10. (Figure) Marie Curie: (you) Each score pile achievement must be of a different value than any
claimed previously.
11. (Figure) Duke Ellington: (you) The figure achieved cannot duplicate and prevents claiming
another of the same value.
12. (Echoes) Television: (you) Return a card from the Ruling Party’s score pile and then if possible
achieve another card of the same value from the Ruling Party’s score pile.
Age 9:
1. Collaboration: The active player chooses which card to take as long as the ages are the same
otherwise the lowest age. Check to see if there are 10 or more green cards in the Ruling Party’s
green stack. If so, the Ruling Party gains the 5 instant victory points and the game ends.
2. Composites: (Active Player Limit) You may only take 3 cards from the Ruling Party’s
hand/score pile to your hand and transfer the highest remaining card to your score pile each
time dogma is used.
3. Computers: Only the draw/meld action is performed; advancing the corresponding culture
marker.
4. Ecology: The lowest card is returned and there must be 2 Age “10” cards remaining to be
drawn.
5. Fission: It must be activated if the Ruling Party has more clocks. If successful, the culture
markers return to the zero positions along with the removal of hand, score, forecast and board
cards. If it failed, remove the highest age card from the active player.
6. Satellites: Return all hand/score cards and draw 3, 8’s but only if this is more than the cards
returned. No other actions are taken.
7. Specialization: Reveal one of the highest cards in the Ruling Party’s hand/score pile to
determine the color.
8. Suburbia: May only use the action if it increases the Ruling Party’s hand/score pile.
9. (Figure) Wernher von Braun: You may “pay” for a special achievement using card(s) in your
forecast.
10. (Echoes) Laser: Neither player may be able to gain a standard (numeric) achievement for the
rest of the game. The Ruling Party will execute the dogma only if it crossed a scoring/action
line as a result of advancing the bulb culture.
Age 10:
1. A.I.: Check to see if Robotics and Software are top cards on any board and if the Ruling Party
has a lower score pile after drawing and scoring a “10”. If so, the Ruling Party gains the 5
instant victory points and the game ends. Otherwise, return the “10” drawn and the game
continues.
2. Bioengineering: Check to see if the condition is met with the Ruling Party having the most
leaves (including the culture track) to gain the 5 instant victory points after performing the 1st
part of the dogma (highest leaf card from your board). If so, end the game. If not, the “leaf”
card is returned to the active player and the game continues.
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3. Globalization: Check to see if the condition is met with the Ruling Party having the largest
score pile to gain the 5 instant victory points after performing the 1st 2 actions. If so, end the
game. If not, return the “leaf” card and the “6” card that was drawn and the game continues.
4. Miniaturization: May only use the action if it increases the Ruling Party’s hand/score pile.
5. Robotics: does not execute the non-demand actions on the melded card.
6. Self Service: Check to see if there are more special achievements remaining than achievements
gained by the active player. If so, the Ruling Party gains 5 instant victory points and the game
is over. Do not execute the non-demand actions of a top card. For the active player to claim
victory, he must have gained more achievements than special achievements remaining to gain
the 5 victory points
7. Software: Does not execute the non-demand actions on the 2nd melded card.
8. Stem Cells: No action
9. (Figure) Martin Scorcese: (you) The standard (numeric) achievement must be a lower value
than the figure melded.
10. (Figure) Jackie Chan: (you) If the Ruling Party would end the game due to drawing an “11” and
Jackie is your top figure, collect any Ruling Party top figures.
11. (Echoes) Puzzle Cube: (Ruling Party) Game ends if melded as all of its stacks are not splayed.
12. (Echoes) MP3: (Ruling Party) No cards are returned and no achievements are gained.
13. (Echoes) Sudoku: (Ruling Party) Review all its stacks to determine if the Ruling Party has the
required bonuses.
Strategy Session:
1. It is important to manage your culture board to be able to perform dogmas and/or demands on
the Ruling Party. Sometimes advancing a culture marker over an action/score line is a better
option than letting the Ruling Party do it gaining a bonus action/demand. At times the
development option may be the best one available.
2. To be able to gain a “numeric” achievement you will/may need to try to set up a return action
to “supply” the needed achievement card. Remember that each numeric achievement may only
be gained once and must be in the supply before taking the achieve action.
3. Depending on the culture position, the Ruling Party may be more susceptible to demand
actions. Take note of these opportunities.
4. Being the one who triggers the game ending condition can provide the necessary “bonus” to
achieve a victory. There are many different ways that this can occur. It is important to know
all of the special game ending conditions and when they might occur.
5. Regular success will require some vision and quite a bit of knowledge of the cards to achieve
the goal. It is not meant to be easy. However, if you have somehow mastered the feat and need
a stronger challenge use the following adjustments.
a. Harder Game: (you may use any number of these adjustments)
i. Use triangular scoring for the remaining special achievements with the Ruling
Party scoring 1/3/6/10 for 1/2/3/4 left.
ii. Do not use the “building up your society” end game action. Your society will be
scored without modification.
iii. (Figures Expansion): If the Ruling Party fades a figure and the active player has
a decree in its achievement area, the decree is moved back to the available area.
6. Card Errata: It is important to know the card errata that exist in the official release. While
minor, it is assumed that you will use the cards as intended by the game designer. Review
online sources to gain any needed clarifications. Example: the words “otherwise keep it” are
missing from a few cards.
7. The expansions add much more content and things to consider. It makes each game more
dynamic and varied. This can increase the level of challenge and change the way you approach
the game. You can choose to have any number of expansions in your game.
8. The card adjustments and alterations are meant to give each card a purpose and not to
complicate the play experience. Many of the interactions are similar between cards which
should make it a smoother game experience once you have played through the game a few
times.
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13 14 15 16 17 18 19 20
ADVANCE GOAL 3 POSITIONS AND CHECK ACTION
12 7 7 7 7 7 7
+3 ACTION/SCORE
11 0 0 0 0 0 0
COUNTS AS 6 ICONS UPON ARRIVAL / 0 OTHERWISE
10 6 6 6 6 6 6
0 0 0 0 0 0
+2 ACTION/SCORE
9 0 0 0 0 0 0
8 0 0 0 0 0 0
COUNTS AS 5 ICONS UPON ARRIVAL / 0 OTHERWISE
7 5 5 5 5 5 5
0 0 0 0 0 0
+1 ACTION/SCORE
6 4 4 4 4 4 4
IF RULING PARTY HAS A MATCHING TOP CARD ICON
ON ITS BOARD AND THE # OF ICONS TO TOTAL
4+ -- DYNAMIC SOCIETY
5 3 3 3 3 3 3
3 -- STRONG SOCIETY
4 2 2 2 2 2 2
2 -- STABLE SOCIETY
3 1 1 1 1 1 1 20+ 20+ 20+
1 -- FUNCTIONAL SOCIETY
2 0 0 0 0 0 0
THE ITEMS ABOVE CAN BE
ADHERED TO 10MM CUBES
TO BETTER VISUALIZE THE
0 – RUDIMENTARY SOCIETY CULTURE POSITIONS OR
1 SCORE
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