In a few years, the modern world will plunge into turmoil. Countries around the world will panic, widespread chaos will ensue, and civilized society will change virtually overnight as citizens cope with the loss of a modern-day vital resource. A resource needed for commerce. A resource needed for communication. A resource needed for life-sustaining technology. The resource? is energy.
But that time is not here yet! The United Nations cannot fix this problem themselves, but they know who can: the Captains of Industry. These people are experienced with building energy industries, and they are just the ones to solve this problem before time runs out! They are more than willing to do their best to save the world from this crisis. Of course, the resulting United Nations contract worth billions of dollars awarded to the Captain that accomplishes this task does not hurt, either...
Compete with other players to win the contract and ensure that your company will become the #1 global energy power for many years to come! Obtain government industry permits by using energy credits allotted by the United Nations Council for aligning yourself to their environmental objectives. Industries you own will constantly increase the energy credits you are allotted, but they also increase the terawatt-hours, TWh (energy) generated by your company! And it is ultimately out-performing your opponents and hitting the optimal level of terawatt-hours that will win you the U.N. contract, and win you the game!
You are a captain of industry, and your job is to thwart the fast-approaching energy crisis. Regardless which captain of industry you become, you will have a unique ability that can be used on every turn of the game. Some abilities net you a better return on certain industries, others allow you to manipulate cards and other game components.
As a captain of industry, you have access to all modern day technologies: biofuel, fossil fuel, hydroelectric, nuclear, solar, and wind--all of which have different sizes, costs, and benefits. Each player must make optimum use of their resources and the available hexagonal areas on the board to not only achieve a victory with generating enough energy in terawatt-hours (TWh), which are your victory points in the game, but to do so before time runs out and world goes dark.
In every round of play, each player will take a single turn. During this turn, you will take a series of 3 actions: draw a Grid card (to be played strategically now or later), be ?paid? in the amount of energy credits shown on your environmental score track (this is a separate track from the TWh score track), and finally roll the territory die.
Upon rolling the territory die, you can choose which combinations of industries you would like to build ("permit") in that zone of the board. Each zone presents a variety of different permitting costs for the available industries, but keeps all the environmental and TWh score track gains the same between zones--this makes it easier, but still realistic, to compare industries across zones, and also allows you the ability to quickly ascertain which industries have advantages/disadvantages depending on where you choose to build them. Your choices in what you build and when you build them determine your odds of victory in Game of Energy!
The game ends when you reach the amount of TWh needed to assure your energy portfolio is a good model for what will rid the world of an impending energy crisis. Once you hit this limit, the remaining current round of play is played out. Assuming another player does not put you into energy credit debt OR surpasses you in TWh, you win!
And be ever-watchful of the turn counter: once this hits 0, if nobody has reached the necessary amount of TWh generation, it means that there will be no more time left to build up the world's energy infrastructure! This is game over for everybody. Civil unrest is on your shoulders...
There exist alternate rules in the game that allow for any (or all) of the following:
+ Changing "take that" effects in the game (for a pure euro experience)
+ Different goals for 2, 3, or 4 players
+ Locking down industries where they are placed on the board (for advanced/heavier euro players)
+ Filling in players with "dummy players" that play against you on the board
+ Solo Variant that still gives the full game experience
The solo variant and dummy players can only be done through the use of the "Dummy Corp." Expansion, which is included for FREE with the game when pledging here on Kickstarter!
If you would like to see the story and setup of Game of Energy when it is sitting on your table, look no further than the video below!
And if you would like to see details about gameplay of the base game (without your free Dummy Corp. Expansion), have a look at this video:
+ 1 Game of Energy six-fold game board
+ 130 Custom-Designed Energy Industries
+ 136 Translucent Energy Cubes, 8mm
+ 26 Grid Cards
+ 10 Investment Cards
+ 8 Captains of Industry Cards
+ 8 Tip Cards
+ 84 Energy Credit Currency Cards
+ 2 Six-Sided Dice, Territory and Investment Dice
+ 1 Wooden Countdown Marker Disc, 15mm x 4mm
+ 1 Instructions
+ 1 Game Box
+ Comes With All Stretch Goals
+ 2 Captains of Industry Cards with unique abilities (for a total of 10 when including the 8 from the base game)
What you get:
Options (see "Add-Ons" section):
To add options, simply add the amount (plus shipping) of your desired options to your pledge. See "Add-Ons" section for details.
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