Table feel
Moderate level of direct and strategic confrontation with moderate interaction frequency. Limited emphasis on cooperation.
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 importa...
Players
2-5
Time
?-?
Age
14+
Weight
3.24
Rating
6.68
Should this hit the table?
Moderate level of direct and strategic confrontation with moderate interaction frequency. Limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with moderate interaction frequency. Limited emphasis on cooperation.
The game offers a high level of variability with different experiences each time it is played. The expansions available add new content and gameplay elements, enhancing the replay value. There is a deep strategic depth with room for players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging experience.
The final luck score for Tesla vs. Edison: War of Currents is 7, indicating a moderate level of luck influence in the game. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
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!
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