allboardgames.com
Tesla Vs. Edison: War Of Currents box art
2015 Ranked #2,754

Tesla Vs. Edison: War Of Currents

Industrial strategy game where inventors develop power technologies, build networks, and compete to bring electricity to the masses. Direct and alternating current follow different paths, so every investment must back the system that will dominate the market.

Strategy Games Bluffing Card Game Action Points Commodity Speculation

Players

2-5

Play time

Not listed

Age

14+

Complexity

3.24/5

Rating

6.68

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Tesla vs. Edison: War of Currents is a fast-playing, route building, economic and worker placement game focused on invention and industry in the roaring 1880's.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Tesla vs. Edison: War of Currents is a fast-playing, route building, economic and worker placement game focused on invention and industry in the roaring 1880's. It is easy-to-learn and appropriate for all gamers aged 14 and up. Nikola Tesla, Thomas Edison, and three other important inventors of the time struggle to determine who will be most remembered as the man who brought light to the masses. Contributing innovations in power generation, delivery, and illumination, you also choose to invest in Direct Current (DC) technology or the superior but later developing AC technology. Players control a small group of legendary figures from the War of Currents, each rated in Invention, Engineering, Finance and Public Relations. Each turn these legends are allocated to help research, commercialize or patent technology; influence the public's perception about the inventors and AC or DC technology; bid on and hopefully secure either residential, exhibition or power generation projects in cities around the 1880's United States. Money is tight and players may need to sell shares of their company in order to do everything they need to succeed. But be careful: other companies can buy stock you release, and the winner is the player whose company's stock is worth the most at the end of the game!

Browse all classifications

Shopping

Where to buy

No verified retailer offers are available yet. The references below may still help you continue your search.

Unverified shopping references

Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–5
Best with
3–5
Play time
90 min
Age
14+
Complexity
3.2/5
Credits and catalog connections

Credits

Designers

1
Dirk Knemeyer

Artists

2
Heiko Günther Jessica Riola

Publishers

1
Artana

Linked items

No published linked games yet.