Innovation

2010 · Card Game

Innovation

Players develop a civilization by playing innovation cards that represent technologies from prehistory to the near future. Each card adds effects to a personal tableau and belongs to an age; cards grant abilities, produce icons, score points, or trigger actions that can benefit or disrupt opponents. Players draw, play, meld, and harness card effects to build combos, acquire shared benefits from visible icons, and defend against opponents’ demands. Victory comes from claiming achievements by meeting scoring or card-based criteria, with emergent strategies and different card interactions each game.

Players
2–5 best 2
Playing time
20–60 min
Age
12+
Complexity
2.8 / 5
7.2 on Ludoyafrom $15.99CivilizationHand ManagementTake ThatTags

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On Ludoya's tables

Full stats in Ludoya
887
Plays logged
358
Players
53m 28s
Average play
113
In collections
20
On wishlists
1
Pre-ordered

7.2/10

from 64 Ludoya reviews

  • Fun10.0
  • Interaction10.0
  • Replayability10.0
  • Uniqueness10.0
  • Looks6.0
  • Accessibility6.0
  • Balleflass8.0

    Fantastic card game with huge power plays that goes both ways all the time.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When an Echo effect triggers, who resolves it and in what order?

Echo (dogma) effects execute in the numeric order printed and each effect is shared with eligible players according to the card’s instructions; multiple echo effects resolve sequentially (pages 4–5, 13).

How do bonus icons score?

Your single highest bonus icon counts at its full bonus value, and each additional bonus icon beyond that adds +1 to the bonus total (page 6); see examples on page 7.

Do I have to reveal my hand or other private information?

Information is private unless a rule or effect explicitly makes it public—hands remain hidden except when a card or effect tells you to reveal (page 9).

What happens if a dogma or demand asks for a card or value I don’t have?

If a required value or card is missing you skip that part of the effect; the rest of the dogma/demand (or other parts that can be performed) still resolves according to the rules (page 13).

How does the forecast/foreshadow mechanic work — when are forecast cards promoted and can they trigger dogma?

Melded cards placed into your forecast area remain there until promoted; after a meld you promote forecast cards as described, and promotions can grant free dogma actions when the card’s text specifies (page 3).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.