Vendor: Asmadi Games
Type: Board Games
Price:
79.95
Designer |
Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-5 |
Playtime | 30-60 mins |
Suggested Age | 14 and up |
ETA Q1 2025
Innovation Ultimate is a box set containing Innovation and all five of its expansions, which includes a brand new expansion titled The Unseen. Many, many updates have been made to this edition. First, Age 11 has been added, representing the recent past and potential near future at the time of release. Lots of language and mechanics have been streamlined, and in particular, the expansions have all been heavily reworked to be more accessible and easy to include while playing.
Vendor: Asmadi Games
Type: Board Games
Price:
33.95
Designer |
Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-5 |
Playtime | 30-60 mins |
Suggested Age | 14 and up |
Vendor: Asmadi Games
Type: Board Games
Price:
13.95
Designer | Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-5 |
Playtime | 15-30 mins |
Suggested Age | 13 and up |
Expansion for | Mottainai |
Vendor: Asmadi Games
Type: Board Games
Price:
18.95
Designer | Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-4 |
Playtime | 30-75 mins |
Suggested Age | 14 and up |
|
Innovation |
With Innovation: Cities of Destiny, the third expansion for the card game Innovation, players can now add cities to their civilization-building efforts. Unlike previous base game and expansion cards, which each featured three icons and a text ability, cards in Cities feature six icons that can provide you with extra actions, icons, and achievements.
Innovation: Cities of Destiny is played with the base game and can be combined with any or all of the previous expansions.
Vendor: Asmadi Games
Type: Board Games
Price:
18.95
Designer | Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-5 |
Playtime | 30-75 mins |
Suggested Age | 14 and up |
Expansion For | Innovation |
Vendor: Filosofia Éditions
Type: Board Games
Price:
13.95
Designer | Rob Seater, Carl Chudyk |
Publisher | Filosofia Éditions |
Players | 2-5 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Expansion For | La Gloire de Rome |
Vendor: Asmadi Games
Type: Board Games
Price:
51.95
Designer | Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-6 |
Playtime | 30-60 mins |
Suggested Age | 14 and up |
Vendor: Stronghold Games
Type: Board Games
Price:
22.95
Designer | Carl Chudyk |
Publisher | Stronghold Games |
Players | 2-6 |
Playtime | 15-30 mins |
Suggested Age | 8 and up |
In Bear Valley, you must be the first to survive the treacherous wilderness and escape to the safety of the camp at the end of the valley. Players start as 2-6 campers along the Bear River and must navigate the wilderness, avoiding bears and trying to not get lost.
The map of trails and challenges is built by the players as they explore the wilderness. These wilderness cards feature beautifully illustrated realistic art and have between three and six exit points along with a variety of features, both man-made and natural in origin. No two games will ever play the same.
Gameplay is structured around a clever movement mechanism in which the first player moves one card, the second player moves up to two cards, the third player three, and so on. Each of the six player characters has both advantages and disadvantages that can be used across a variety of play options — short or long play, regular or advanced.
Dive into caves, row canoes, cross bridges, climb mountains, and cut through treacherous underbrush as you stop at nothing — except bears — to be the first to reach base camp. Can you survive and escape Bear Valley?
Vendor: Asmadi Games
Type: Board Games
Price:
13.95
Designer | Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-5 |
Playtime | 15-30 mins |
Suggested Age | 13 and up |
"Mottainai" (pronounced mot/tai/nai) means "Don't waste", or "Every little thing has a soul". In the game Mottainai, a successor in the Glory to Romeline, you use your cards for many purposes. Each player is a monk in a temple who performs tasks, collects materials, and sells or completes works for visitors. Every card can be each of these three things.
You choose tasks to allow you to perform actions, keeping in mind that other players will get to follow up on your task on their next turn. Clever planning and combining of your works' special abilities is key, as is managing which materials you sell.
Mottainai is a deep, but quick, game experience.
Vendor: Asmadi Games
Type: Board Games
Price:
22.95
Designer | Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-5 |
Playtime | 15-30 mins |
Suggested Age | 13 and up |
Expansions | Mottainai: Wutai Mountain |
Honors |
2015 Golden Geek Best Card Game Nominee 2015 Meeples' Choice Nominee |
"Mottainai" (pronounced mot/tai/nai) means "Don't waste", or "Every little thing has a soul". In the game Mottainai, a successor in the Glory to Romeline, you use your cards for many purposes. Each player is a monk in a temple who performs tasks, collects materials, and sells or completes works for visitors. Every card can be each of these three things.
You choose tasks to allow you to perform actions, keeping in mind that other players will get to follow up on your task on their next turn. Clever planning and combining of your works' special abilities is key, as is managing which materials you sell.
Mottainai is a deep, but quick, game experience.
Vendor: Filosofia
Type: Board Games
Price:
31.95
Designers |
Ed Carter Carl Chudyk |
Publisher | Filosofia Éditions |
Players | 2-5 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Honors |
2012 Ludoteca Ideale Winner 2012 Gra Roku Game of the Year Nominee 2012 Fairplay À la carte Winner 2011 Tric Trac Nominee 2011 Swiss Gamers Award Winner 2011 Lucca Games Best Boardgame Nominee |
Expansion | PLUS de Gloire de Rome: XII Nouveaux bâtiments |
Note: This is the French version of Glory to Rome
In 64 A.D., a great fire originating from the slums of Rome quickly spreads to destroy much of the city, including the imperial palace. Upon hearing news of the fire, Emperor Nero Caesar races back to Rome from his private estate in Antium and sets up shelters for the displaced population. Reporting directly to Nero, you are responsible for rebuilding the structures lost in the fire and restoring Glory to Rome.
Glory to Rome is a card-based city building and resource management game with a novel mechanism. Each card may act as a building, a client, a raw material, or a valuable resource, frequently forcing players into difficult decisions regarding how each card should be used. In addition, much of the game is played from the discard pool, giving players some control over what cards are accessible to opponents. Actions are triggered by a form of card-driven role selection -- the active player leader a role, and other players may follow if they discard a matching card from hand (to the pool). Players who don't follow may 'think' to draw more cards. There are thus strong interactions between the different uses of cards. Scoring is a combination of completing buildings and storing resources, with end-of-game bonuses for storing a diverse assortment. Game length is player-controlled, and is triggered in a few different ways.
The lighthearted artwork of the original editions was replaced by minimalist art in the 'black box' edition, and both have been the source of great controversy. Many of the non-English editions use more conventional artwork.
Vendor: Asmadi Games
Type: Board Games
Price:
11.95
Designer | |
Publisher | Asmadi Games |
Players | 2-4 |
Playtime | 5 mins |
Suggested Age | 9 and up |
Honors |
The rules of Red are simple: Highest Card Wins!
But Red is just one of seven games you’ll be playing. If you’re not winning the current game at the end of your turn, you’re out! And the last person standing wins the round.
Red7's deck is 49 cards: each of the colors of the rainbow numbered 1 to 7. A hand takes just a couple minutes!
Vendor: IELLO
Type: Board Games
Price:
22.95
Designer |
Carl Chudyk Chris Cieslik |
Publisher | IELLO |
Players | 2-5 |
Playtime | 45 mins |
Suggested Age | 14 and up |
Honors | |
Expands |
Innovation: Echoes of the Past is an expansion for Carl Chudyk's Innovation, released in 2010, that mirrors the construction of the earlier game as both include 110 cards, 105 cards that are divided into different decks (labeled age 1 to age 10) and five cards that show special achievements that can be claimed. The expansion's 110 cards are all new.
In loose terms, Innovation is a Civilization-style game in which players first have access to low-powered cards in age 1, then build up to more powerful cards in later ages, stacking new acquisitions on old to build the strength of their holdings. Players meld cards, score points and take special actions (called "dogma actions") unique to their cards in play in order to claim achievements. The first player to claim 4-6 achievements, depending on the number of players, wins the game.
Innovation: Echoes of the Past changes game play from the base game in a number of ways. First, there are now two draw decks to get cards from in each age -- players draw Echoes cards or Base cards depending on the contents of their hand. Second, the maximum player count is increased to five.
Third, and most interestingly, Innovation: Echoes of the Past introduces new game mechanisms. With foreshadow, a player can stash a card under his player board, then bring it into play (and use it) on a later turn when he melds a card that's from the same age or a higher one. With echo, when a player takes the dogma action of a card in play, he can receive additional actions showing on that card and any other cards visible in the same stack.
Vendor: IELLO
Type: Board Games
Price:
24.95
Designer | Carl Chudyk |
Publisher | IELLO |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Honors | |
Expansion |
This game by Carl Chudyk is a journey through innovations from the stone age through modern times. Each player builds a civilization based on various technologies, ideas, and cultural advancements, all represented by cards. Each of these cards has a unique power which will allow further advancement, point scoring, or even attacking other civilizations. Be careful though, as other civilizations may be able to benefit from your ideas as well!
To win, you must score achievements, which you can attain by amassing points or by meeting certain criteria with the innovations you have built. Plan your civilization well, and outmaneuver your opponents, and with some luck you will achieve victory!
Vendor: Asmadi Games
Type: Board Games
Price:
26.95
Designer | Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 14 and up |
Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area.
The cards in the playing area start face down, with each player controlling a card(their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter.
On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that's easier said than done.
When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it, e.g., "Command [1] ship for one jump" or "Build [1] cruiser at home"; when you boost an action, you increase that numeral.
Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!
Vendor: Asmadi Games
Type: Board Games
Price:
18.95
Designer |
Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-6 |
Playtime | 30-75 mins |
Suggested Age | 14 and up |
Expands |
Innovation: Figures in the Sand, an expansion for Carl Chudyk's Innovation, breaks from the format of that game by providing players with recognizable figures from history (instead of new inventions or concepts) with those figures showing up on your table to help you win the game – or maybe your opponent. Historical figures tend to be somewhat fickle.
Figures includes 105 figure cards, with the cards being similar to Innovation cards in that they're divided into ten ages with five colors of cards in each age. Instead of including a dogma power that players can use on their turn, each card in Figureshas a karma that changes the game in some way. Karmas might take effect when you meld a card, when you're counting icons to determine whether you can share an action, or when you take some other action in the game. Instead of melding a card, for example, you might score it, or instead of giving cards to opponents who demand from you, you might return cards to the age decks.
Innovation: Figures in the Sand includes five Decree cards, one for each color. Decrees are a special type of achievement, but unlike all other achievements Decrees are not safe and can be stolen.
A player can have only one Figure in play after any action in the game; any additional Figures Fade from play, moving to your score pile.
Innovation: Figures in the Sand can be played with just the base game or combined with the Innovation: Echoes of the Past expansion.
Vendor: Asmadi Games
Type: Board Games
Price:
18.95
Designer |
Carl Chudyk Chris Cieslik |
Publisher | Asmadi Games |
Players | 2-5 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Honors | |
Expands |
Innovation: Echoes of the Past is an expansion for Carl Chudyk's Innovation, released in 2010, that mirrors the construction of the earlier game as both include 110 cards, 105 cards that are divided into different decks (labeled age 1 to age 10) and five cards that show special achievements that can be claimed. The expansion's 110 cards are all new.
In loose terms, Innovation is a Civilization-style game in which players first have access to low-powered cards in age 1, then build up to more powerful cards in later ages, stacking new acquisitions on old to build the strength of their holdings. Players meld cards, score points and take special actions (called "dogma actions") unique to their cards in play in order to claim achievements. The first player to claim 4-6 achievements, depending on the number of players, wins the game.
Innovation: Echoes of the Past changes game play from the base game in a number of ways. First, there are now two draw decks to get cards from in each age -- players draw Echoes cards or Base cards depending on the contents of their hand. Second, the maximum player count is increased to five.
Third, and most interestingly, Innovation: Echoes of the Past introduces new game mechanisms. With foreshadow, a player can stash a card under his player board, then bring it into play (and use it) on a later turn when he melds a card that's from the same age or a higher one. With echo, when a player takes the dogma action of a card in play, he can receive additional actions showing on that card and any other cards visible in the same stack.
Vendor: Asmadi Games
Type: Board Games
Price:
18.95
Designer | Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-4 |
Playtime | 45-60 mins |
Suggested Age | 12 and up |
Honors | |
Expansions |
This game by Carl Chudyk is a journey through innovations from the stone age through modern times. Each player builds a civilization based on various technologies, ideas, and cultural advancements, all represented by cards. Each of these cards has a unique power which will allow further advancement, point scoring, or even attacking other civilizations. Be careful though, as other civilizations may be able to benefit from your ideas as well!
To win, you must score achievements, which you can attain by amassing points or by meeting certain criteria with the innovations you have built. Plan your civilization well, and outmaneuver your opponents, and with some luck you will achieve victory!
Vendor: Asmadi Games
Type: Board Games
Price:
13.95
Designer | Carl Chudyk |
Publisher | Asmadi Games |
Players | 2-7 |
Playtime | 10 mins |
Suggested Age | 6 and up |
Honors | 2012 Golden Geek Best Children's Board Game Nominee |
Flowers falling from the sky! In FlowerFall, players attempt to form large garden patches containing more of their color flower than their opponents. Each continuous patch will score points at the end of the game. Adding cards to the table is not as simple as placing them down, however. You must carefully drop them, letting them flutter through the air. Skill improves your chances, but the whim of the environment may thwart you.
FlowerFall is a quick, portable game you can play anywhere. The location you're at becomes the terrain!
Vendor: IELLO
Type: Board Games
Price:
30.95
Designer | Carl Chudyk |
Publisher | IELLO |
Players | 2-5 |
Playtime | 60 mins |
Suggested Age | 14 and up |
In Uchronia, you are the patriarch of a great Uchronian noble house, competing with the other houses that commit their wealth to building the city, enriching it with new constructions, and striving to win over the people.
In game terms, players start with six resource cards in hand, then each discard a card to the shared forum; each resource card shows the type of resource (with color-coded five resources in the game), an activity icon (with, for example, all yellow clay cards showing a pick), and an order (with yellow showing Production). Five building cards are placed face-up in the Great Works area and can be built by the players; any time a building is taken from this area, reveal another building card.
On a turn, you first move any card(s) played the previous turn to the forum, then you either Command or Plot. To Command, you play one card from your hand with the order you want to carry out or two identical cards, which allows you to take any order. The orders are:
When you complete a building, you gain its special ability for the remainder of the game. You can have only two activities, plus one more for each completed building you own. If you have more of a particular ability than anyone else, you claim the monopoly card for this activity, making each of these activities worth 1 victory point (VP) and allowing you to claim a matching resource whenever anyone completes a building of this color.
If you Plot instead of Command, you first copy one order showing in another player's area (if you have an activity of the same color), then you either draw until you have five cards or draw one card (if you already have at least five).
The game continues until one or more players hits a VP threshold (14-20 depending on the number of players). After completing the round (giving everyone the same number of turns), the player with the most VPs wins.
Reimplements