Age of Innovation: Future & Past
Age of Innovation: Future & Past Rulebook
Table of Contents
Table of Contents
Components
All new components of this expansion are marked with a gear symbol.
- 6 new communities: River Guardians (Flusswächter), Urbaneure, Aristocrats (Aristokraten), Libellas, Mechas, Futurists (Futuristen).
- 3 new book actions, with a back side.
- 20 new competency tiles (5 different, 4 of each).
- 3 new round bonuses, with a back side.
- 3 new city markers (all alike), with a back side.
- 3 new palace tiles, with a back side.
- 3 new invention tiles, with a back side.
- 9 time travel tiles.
- 9 unlock tiles.
- 2 profit tiles of the Futurists, with a back side.
- 3 income tiles of the Futurists.
- 4 competency tiles of the Libellas, with a back side.
- 1 "White Bridge" tile.
Changes to Game Setup
- Place the time travel tiles and unlock tiles as a general supply next to the game board.
- The tiles of the Libellas and the Futurists belong to their respective community. The "White Bridge" tile belongs to the new invention "Ponte Vecchio".
- Add all new components to the corresponding components from the base game.
- From the now 17 competency tiles, randomly choose 5 and return them to the box. Prepare the remaining competencies according to the usual rules.
- Prepare all other components according to the usual rules. This means that there are more options for the city markers in the game. And for all other components there are more tiles from which you choose the tiles used in the game.
- If you wish, you can pre-select some or all of the new components for your game, instead of receiving a completely random selection of tiles.
Two New Concepts
Unlocks
At the start of each of your turns in the action phase, before you carry out your action, you may use 1 unlock to remove 1 X-marker from any 1 action space. This can be a general action space (any power action or book action) or a special action space (on your community, your competency, round bonus, palace or invention tiles). Thereby you can use this action space immediately (again) as your action for this turn.
Time Travel
As soon as you receive a time travel tile, immediately place it on any landscape field on the game board that:
- is undeveloped (no building and no time travel tile is on it), and
- is within reach of one of your buildings or of another one of your time travel tiles.
Place 1 scholar from the supply on the time travel tile (it shows a scholar, as a reminder). If you have no scholars left in the supply, you cannot place a time travel tile. The field now counts as developed, so other players cannot transform it, build on it, or place a second time travel tile on it.
However, in one of your next turns you may, following the usual rules, perform a transformation there and build a workshop or place a neutral building. When you do this, take the scholar (do not return it to the supply) and remove the time travel tile.
At the end of the game you lose 5 points for each time travel tile on the game board that still has one of your scholars on it.
Time travel tiles:
- Do not count as buildings. So you do not receive power when others build next to them, and other players do not receive power when you place one. It is also not possible to build a guild at the reduced cost by doing so.
- Increase your reach. When you use the action Transform and Build, you can use a time travel tile with one of your scholars on it as a starting point, instead of one of your buildings. When calculating your territory score at the end of the game, you can connect two buildings via these tiles (they do not count as buildings themselves).
- Allow you to build a bridge that is connected to the field on which the time travel tile lies.
Time Travel Example
- RED has a shipping value of 1, so the desert on the other side of the river is within reach of the red workshop. RED uses its round bonus to place a time travel tile on this desert. It places 1 of its scholars from the supply on the tile. This does not count as "building", so GRAY receives no power for it.
- In its next turn, RED builds a workshop on the wasteland next to its time travel tile. This field is not within reach of one of its buildings, but the time travel tile can be used as a starting point, so RED may build there.
- In one of its next turns, RED uses the action Transform and Build with 1 free shovel to build a workshop on the field with the time travel tile. It receives the scholar that was on the tile, so it can use this scholar for one of its next actions, and it removes the time travel tile.
- Now GRAY receives 1 power, and can finally upgrade its workshop to a guild for only 3 coins.
Appendix
Appendix I: The New Communities
Aristocrats (Aristokraten)
At game start the Aristocrats receive 1 knowledge step each in the disciplines Law and Engineering, plus 4 power.
Whenever the Aristocrats build a palace or a university, they receive 1 tool (regardless of how many players are playing) and 1 Transform and Build action with 2 free shovels, or with 3 free shovels in games with 3 or more players.
River Guardians (Flusswächter)
At game start the River Guardians receive 1 knowledge step each in the disciplines Law and Medicine. In addition, they place 1 bridge for free (as with the corresponding power action), after they have placed their first workshops and chosen a round bonus tile. (If other communities receive shovels at this point, use the shovels and build the bridge in turn order.)
In Phase I the River Guardians receive 1 tool for each of their bridges on the game board.
Futurists (Futuristen)
At game start the Futurists receive 1 knowledge step each in the disciplines Law and Medicine. They place their 3 special income tiles next to the round scoring tiles for rounds 2, 4 and 6, and place their profit tiles on spaces 30 and 40 of the score track.
They may freely decide which income tiles to place next to which round scoring tiles, and which side they use for the profit tiles. However, they must place the 30 tile on space 30 and the 40 tile on space 40.
In addition, the Futurists receive 1 time travel tile and place it after all communities have placed their first workshops, but before any community receives a further advantage (so before the Monks or Inventors receive their competency, before the Desert community receives its shovel, and before the River Guardians place their bridge).
In Phase I of rounds 2, 4 and 6, the Futurists receive their special income in addition to their normal income. Put each income tile aside after receiving its income.
As soon as the Futurists first reach or pass space 30 of the score track, they immediately receive the resources depicted on the profit tile lying on that space, and then put the profit tile aside. The same applies to space 40 of the score track and the profit tile lying there.
Libellas
At game start the Libellas place their 4 special competency tiles nearby as a supply.
Whenever (up to 4 times in the game) the Libellas receive a normal competency, they also receive 1 of their special competencies. In addition, they receive 1 knowledge step and 1 book, each matching the discipline from which the normal competency comes.
With this competency tile, the Libellas immediately receive:
- 1 tool and 1 unlock.
- 1 tool and 3 coins.
- 1 scholar.
- 4 power, and they may place 1 bridge for free (as with the corresponding power action).
Mechas
At game start the Mechas receive 2 knowledge steps in the discipline Engineering, plus 1 unlock.
Whenever the Mechas use a book action, they receive 3 points and 1 knowledge step in a discipline of their choice.
Urbaneure
At game start the Urbaneure receive 1 knowledge step each in the disciplines Law and Banking.
Whenever the Urbaneure found a city, they receive 3 power and may upgrade 1 workshop to a guild for free.
Appendix II: The New Invention Tiles
Ponte Vecchio
As a one-time bonus, you immediately build a neutral bridge. (For production reasons this bridge is a cardboard marker and not wood. The power value of the following ability is also printed on it, to remind you of it. The bridge behaves exactly like any other wooden bridge.) For the purpose of founding a city, your bridges have a power value of 1. However, they do not count as buildings, neither for founding a city nor for other purposes such as receiving or giving power by building.
Whenever you found a city, you receive, for each bridge that is part of this city, both 2 knowledge steps in 1 discipline of your choice and 2 coins.
Metropolis
You immediately receive a one-time points bonus based on the number of buildings in your largest group on the game board. (Within a group, every building is adjacent to at least 1 other building of the group, as when founding a city.) For 6 buildings you receive 12 points, for 7 buildings 18 points, and for 8 or more buildings 24 points. If your largest group consists of fewer than 6 buildings, you receive no points for this invention.
Constitution (Verfassung)
You immediately receive a one-time points bonus based on the power value of your buildings on the game board. You receive points equal to the sum of the power values.
Appendix III: The New Palace Tiles
Palace tile 18
Phase I: Gain 4 power and 1 scholar.
Whenever you gain knowledge steps, you gain 1 point for each of them.
Palace tile 19
Phase I: Gain 2 power and 1 book of your choice.
When you pass: Gain 3 points for each of your city markers.
Palace tile 20
Phase I: Gain 4 power and 4 coins.
As a one-time bonus, you immediately gain 1 scholar and 4 knowledge steps. (You may make all 4 steps in 1 discipline, or 1 step in each of the 4 disciplines, or any combination between these.)
Appendix IV: The New Round Bonuses
Round bonus (3 points per bridge)
When you pass: Gain 3 points for each of your bridges on the game board.
Phase I: Gain 3 coins.
Round bonus (1 point per workshop)
When you pass: Gain 1 point for each of your workshops on the game board.
Phase I: Gain 1 knowledge step in a discipline of your choice.
Round bonus (time travel special action)
Phase II: You have a special action with which you may receive a time travel tile and place it immediately.
Phase I: Gain 4 power.
Appendix V: The New Book Actions
Book action (1 scholar)
Give up 1 book of any discipline to receive 1 scholar.
Book action (1 point per workshop)
Give up 2 books of any disciplines to gain 1 point for each of your workshops on the game board.
Book action (free workshop)
Give up 2 books of any disciplines to place 1 workshop for free on an undeveloped field with your home landscape. The field does not need to be within reach of your existing buildings.
Appendix VI: The New Competency Tiles
Competency tile (book and unlock)
Immediately: Gain 1 book of your choice and 1 unlock.
Competency tile (city founding bonus)
Whenever you found a city, gain 4 points and 1 book of your choice.
Competency tile (time travel, power and tool)
Immediately: Gain (and place) 1 time travel tile, 6 power and 1 tool.
Competency tile (navigation)
Immediately: Gain 1 tool.
For the rest of the game: Your navigation value counts as 1 higher. (Do not move your navigation marker.)
Competency tile (guild income)
Phase II: You have a special action with which you may gain 1 point and 1 coin for each of your guilds on the game board.
Appendix VII: The New City Markers
When you take this city marker, gain 6 points and 1 unlock.