Farms and Factories: Inventions
Game Info
A shrewd investor builds Greenhouses and Observatories to help her fund critical research. A young business tycoon stumbles upon the Telegraph, catapulting him ahead of his peers. A group of like minded individuals decide the new invention Dynamite might help them... level the playing field. In Farms & Factories: Inventions, everyone has a chance to change the world and maybe score a few points along the way. In Farms & Factories: Inventions (as in Farms & Factories) players draw and play Action & Building cards from a communal deck until it runs out of cards. Inventions adds a new card type, Tech, which is shuffled into a separate deck at the beginning of the game. Unlike with Actions or Buildings, a player must patent a Tech before it can be played by discarding cards from their point pile. This means each Tech requires careful analysis to decide if it will pay off in the lost points. Tech cards are very powerful however, with lasting effects that can be used as soon as they are played, and often shape a player's strategy. In additional to 30 unique Techs, Farms & Factories: Inventions adds 35 new Buildings and Actions, adding complexity and strategical depth to the original game. -description from publisher
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