I admit, that I am becoming quite forgetful. I'd like to think that this is exacerbated by work-related stress and by having two rollicking kids... but truth of the matter is, I've always been forgetful (more so now than back then).
But imagine my surprise when I realized that I haven't written a review for one of my favorite games! I've just always assumed that I've done so... but lo and behold, no review. So I am writing one now to rectify that dilemma.
Innovation is a two to four player card game by Carl Chudyk, published by Asmadi Games in 2010. A game takes about thirty to fifty minutes (depending on the number of players). The game used to be hard to get a hold of, but fortunately, that is no longer the case. A new expansion is also coming out for the game, so fans rejoice.
COMPONENTS:The game comes with a rulebook, a lot of cards and four player aids/tableaus. The players aids are very simple, just printed on regular cardboard and contains all the steps/actions you can take in the game. It even records the timing of when certain symbols come out during the game. The cards are nothing to write home about... simple cardstock, no great art here. Each card includes a lot of text though and a bunch of symbols.
Picture Submitted By: Ender Wiggins || Taken From the BGG DatabaseAll in all, the components are what you'd expect from a card game. Passable but not awe inspiring. Its worth a mention though that the rulebook is a breeze to read, and the player aids really help during your first few plays as there are a lot of things to internalize and comprehend.
GAMEPLAY:Innovation is quite easy to teach... the hard part is in understanding each card's individual (often unique) powers. You setup the game by dividing the cards according to their respective ages (from one to ten), then drawing one card from each deck (with the exception of the ten deck) to form your achievement pile. Set aside the special achievement pile as well. You then deal out two cards to each player and you're ready to begin.
Picture Submitted By: Ender Wiggins || Taken From the BGG DatabaseOn a player's turn, he/she must take two actions (which may be the same, meaning he/she can take the same action twice). You can either meld a card, draw a card, achieve and/or execute a dogma
Melding a card means putting a card from your hand onto the table (the space in front of you). This allows you to utilize the symbols on the card and also grants you access to the cards powers (or dogma) on future actions.
Picture Submitted By: Trent Hamm || Taken From the BGG DatabaseWhenever you meld a card, you apply any "tucking" or "splaying" as necessary. Tucking means to put a card underneath its corresponding color pile, while splaying means shifting the cards a certain direction (either left, right or up).
Drawing a card is self-explanatory. You simply draw a card from the pool, drawing from the age (or lower ages) that you're allowed to do so. You can only draw from an age that is currently already on display on your play area.
Executing a dogma is where you activate a card's specific power. A dogma can either be an "I demand" wherein you directly affect the state of your opponents' score or play area, or a general effect wherein only you (and those with equal to or more icons than you) get to use it. As usual, I will not go into great detail about icon numbers and specific dogma effects, as I believe a lot of other reviews have already covered this.
Lastly, you achieve by having the required score and then taking the corresponding achievement card from the achievement pile. Alternatively, you could've fulfilled the conditions asked for by special achievement cards, upon which you can achieve and grab the corresponding special achievement card from its pile as well.
The first player to reach a certain number of achievements (depending on the number of players) wins.
COMPARING IT TO OTHER CARD GAMES AND FINAL THOUGHTS:Compared to other renowned card games that've been recently published (i.e. Glory to Rome, Race for the Galaxy, San Juan), Innovation will be lacking in the art department. There're no beautiful drawing on each card, and arguably, Innovation is more text heavy compared to its counterparts. Each card has its own unique power (though some cards are just more powerful versions of other cards) so you really have to read the text thoroughly.
As with any other card game, there is an element of seemingly random chaos in Innovation as well. In fact, some people believe that the chaos level in Innovation is too wild and goes beyond their normal threshold. But the truth is, there is a symphonic synchronicity with the cards, and despite the initial chaos, multiple plays will reveal a game that flows with a graceful frenzy.
Yes, you need to invest some time into learning the game and learning the cards... knowing what works best with what. And yes, you need to suspend your disbelief (learning to make gunpowder without knowing how to write) every now and then. But when you do, I believe that Innovation rewards your patience tenfold. It is a wonderful game, created by a great designer. One of my favorite card games, and if you give it enough of a chance, maybe it'll become one of your favorites as well!