A pure economic game where one must seek the most efficient way to make a profit.
Mechanics Card Drafting, Hand Management, Network Building
Theme Industrial Revolution
Publication Mayfair Games, 2010
Ages 13+
Time 120
Players 2 – 5
Description
Age of Industry is a business game designed by Martin Wallace and is set during the 19th
century, when many countries around the world were experiencing their own
particular industrial revolution. Your
aim is to make money, which you do by creating new industries. There are six industry types in Age
of Industry; cotton mills, factories, coal mines, iron works, parts and
ships. You also have a number of railway
counters. When you build an industry you
must take the counter with the lowest technology level from your display. As you build industries higher level
technology counters become available.
century, when many countries around the world were experiencing their own
particular industrial revolution. Your
aim is to make money, which you do by creating new industries. There are six industry types in Age
of Industry; cotton mills, factories, coal mines, iron works, parts and
ships. You also have a number of railway
counters. When you build an industry you
must take the counter with the lowest technology level from your display. As you build industries higher level
technology counters become available.
To earn money you must
first build industry counters and then contrive to have them flipped, which
will earn you profit. Building an
industry counter requires the play of a card, the expenditure of money, and
possibly coal and/or iron. The card you
play will either determine the type of industry you can build or which location
you can build in. When counters flip depends
on the type of industry. Cotton Mills
and Manufacturing counters are flipped when they sell their goods via ports
and/or market counters. Parts are
flipped when something is sold via them.
Coal mines and iron works are flipped when all the cubes on them are
removed. And, ships are flipped when the two connected spaces are used up.
first build industry counters and then contrive to have them flipped, which
will earn you profit. Building an
industry counter requires the play of a card, the expenditure of money, and
possibly coal and/or iron. The card you
play will either determine the type of industry you can build or which location
you can build in. When counters flip depends
on the type of industry. Cotton Mills
and Manufacturing counters are flipped when they sell their goods via ports
and/or market counters. Parts are
flipped when something is sold via them.
Coal mines and iron works are flipped when all the cubes on them are
removed. And, ships are flipped when the two connected spaces are used up.
As well as building
industries, you can build railways.
Railways are required for the movement of coal and iron, and allow goods
to be sold to ports and markets.
Building your own railways increases the number of potential locations
you can build in. Railways will also
earn you money but only at the end of the game.
industries, you can build railways.
Railways are required for the movement of coal and iron, and allow goods
to be sold to ports and markets.
Building your own railways increases the number of potential locations
you can build in. Railways will also
earn you money but only at the end of the game.
The game ends when the
deck of cards is exhausted. You then
earn money for railways, pay off any loans, and score points for the money you
have left and the buildings you have on the board. The player with the most points wins. The board is double sided giving you two
options of play. One side is a map of
Germany and the other side is New England.
deck of cards is exhausted. You then
earn money for railways, pay off any loans, and score points for the money you
have left and the buildings you have on the board. The player with the most points wins. The board is double sided giving you two
options of play. One side is a map of
Germany and the other side is New England.
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