Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Players
3-4
Time
?-?
Age
10+
Weight
2.68
Rating
6.43
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Industria has a high replayability score due to its strong variability in the gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.
Industria has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game relies primarily on player strategy and decisions, with luck playing a minor role. Overall, Industria has a relatively low luck score, making it suitable for players who prefer games that heavily rely on strategy and decision-making.
Description from designer Michael Schacht (swiped from the Terminal City Gamers site, who in turn got it from Erwin Broens): You play chronologically in 5 time periods with specific industries and technologies. It is a bidding game. The new bidding system is: You have an auctioneer. He sells several open cards. He decides the selling order (one by one). The others make clockwise just one bid or no bid. The auctioneer can accept the highest bid, take the money, and sell the next card, or the auctioneer can take the card by himself, but then he is no longer the auctioneer (next clockwise is). If no one bids on something, the auctioneer must take the card (that can be hard because money is really short) - so you have to be careful what you sell. The cards you're bidding on are production places, technologies, resources, and improvements (bonus). After the bidding phase you can build production places and improvements and develop technologies, then you immediately get victory points. For that you need money and resources (mainly from other production places). Problem: If you build late (next period started) you get less or nothing. At the end you get extra points for good improvement combinations and production places that work together. Reimplemented by: Industry
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