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EXPANSION
TESLA VS EDISON
A GAME BY DIRK KNEMEYER
POWERING UP!
As a wily investor in the Powering Up! expansion, your challenge to
become the best electric company has even more risk and opportunity.
New powers and options abound, including company-specific
headquarters, historical event cards, a sixth player option featuring
Madam C.J. Walker, AI solitaire play for all six inventors, and more.
Come join the expanded War of Currents!
---
• NEW CONTENT •
HISTORICAL EVENT CARDS
Historical Event Cards introduce various opportunities
and challenges. At the start of each turn, an Event
Card is chosen at random imposing different thematic
conditions on play with new strategic challenges. Some
Event Cards affect all players equally. Others are player-
specific and auctioned to the highest bidder for added
excitement.
COMPANY HEADQUARTERS ("HQ")
MATS AND CARDS
Custom HQ Mats and HQ Cards provide exciting new strategic choices
for each Inventor. A Headquarters Mat for each company organizes HQ
Cards, the Inventor, and Luminaries. Developing your company-specific
Headquarters via HQ Cards becomes an additional action and allows
for new strategies for victory. Four types of HQ Cards - Laboratory,
Works, Office, and Studio - introduce powerful ongoing abilities, one-
time effects, and special scoring criteria tailored to each Inventor.
NIKOLA TESLA
1856-1943
3
1
2
BRILLIANT
Tesla's company ignores requirements
when advancing in technologies, unless
he was previously exhausted this turn.
FANNIE FARMER
1857-1915
PHASE
1
1
2
1
After overcoming a paralytic stroke at
the age of 18, Farmer became a culinary
innovator who brought science to cooking
and helped standardize recipes.
EDMONIA LEWIS
1835-1907
PHASE
1
1
1
1
A sculptor of great acclaim, Lewis was an
international success despite mixed Native
American and African American heritage
in a prejudiced time.
SARAH E. GOODE
1855-1905
PHASE
1
1
1
1
Goode, the primary inventor of the hideaway
bed, was the first African American woman to
earn a patent in America.
• MR. TESLA •
• HIS PROTÉGÉ •
• HIS ADMINISTRATOR •
• HIS ASSISTANT •
T
T-E-S-L-A•
ELECTRIC MANUFACTURING COMPANY
VP
1
2
3
6
4 10
Tesla HQ
Mat and HQ
Cards Fully
Developed
PITTSBURGH, PA.
LABORATORY
WORKS
OFFICE
STUDIO
LABORATORY
WORKS
OFFICE
STUDIO
89 LIBERTY ST.
SOLITUDE
JACOB H. SCHIFF
• VP if you hold a Level V project.
• When your company takes
a technology action.
George Westinghouse's estate in Homestead, PA
AMERICAN INSTITUTE
OF ELECTRICAL ENGINEERS
After taking a provide action, if using a
projected action, you may advance your
company an additional $2,000 / PHASE.
The AIIE issued prestigious awards
to the top minds in the War of Currents.
2 CONTENT
---
SIXTH INVENTOR
An additional Inventor now supports six-player games. Madam
C.J. Walker was an African-American entrepreneur and the
first female self-made millionaire in America. C.J. brings very
different skills and abilities to the War of Currents for real
strategic and thematic variety.
MORE LUMINARIES AND PROPAGANDA
CARDS
Female Luminaries, such as Fannie Farmer and Mary Anderson, provide
diversity and additional options to the game. New Propaganda Cards
featuring US presidents are also available.
MADAM C.J. WALKER
1867-1919
$1
$2
$2
MILLIONAIRE
When Walker personally takes propaganda
action, she may also advance her own ideology
another one space if that space already has a
patent. If so, pay the patent holder cash equal
to the patent level.
MARY ANDERSON
1866-1953
$2
$1
PHASE
2
PHASE
2
ERTHA LAMME FEICHT
1869-1943
INE COCHRANE
1839-1913
PHASE
2
Inventor of the windshield wiper, Anderson
idea was far ahead of its time that it was
not adopted until well after her patent expired
decades later.
Pioneer for Westinghouse, Feicht
made American to graduate
in mechanical engineering.
The first successful
and won the highest
World's Fair.
DEATH OF ULYSSES S. GRANT
$12
$6K
The death of this former US President and
Civil War hero was a seminal moment for
Americans of the time.
CHESTER ARTHUR
$1
$7K
Died in the U.S. Presidency
during an uninspired term.
RUTHERFORD B. HAYES
$1
$4K
Hayes had a telephone
in 1877. The
AIS AND SOLITAIRE PLAY
Custom AI decks, each with two difficulty settings,
are included for all six Inventors. Play solitaire against
1-5 AIs or add AIs for an additional challenge in 2+
player games. Each Inventor's AI comprises a deck of
double-sided cards modeling normal and expert player
behaviors for lifelike challenges. Tribute is paid to
computing pioneers with Charles Babbage used to show
the normal side of AI cards and Ada Lovelace used to
show the expert side.
T-E-S-L-A-R
AC+2
NYC VV
$
TAC
SON
6
IS
6
2
II
II
COMPONENTS
• 6 HQ Mats
• 24 HQ Cards (4 for each
Inventor)
• 21 Event Cards
• 1 Inventor Card
• 7 Luminary Cards
• 19 Stock Certificates (8
common and 1 preferred
for Walker, 2 common
for each of the 5 other
Inventors)
• 36 AI Cards (6 for each
Inventor)
• 6 Propaganda Cards
• 20 Wooden Player
Marker Cubes
• 3 Player Aid Cards
• This Rulebook
CONTENT 3
---
• NOTE ON THE EXPANSION •
Powering Up! provides expansion content only and a copy of the Tesla vs.
Edison base game is required to play. While Powering Up! significantly
enhances Tesla vs. Edison, core mechanics remain largely intact and this
rulebook only documents the rule changes required to accommodate the
expansion. Base game play should be followed except as stated in these
rules. Frequent reference will be made to the TvE base game rules, and
players first should be familiar with them before adding Powering Up!
content.
• SETUP (TvE RULES P.3) •
Follow all setup rules from the base game, with the following changes:
EVENT CARDS (NEW)
Event Cards should be separated by Phase number which can be
found on the back of each card. Then take two random Event Cards
from each Phase and place them face down in three piles. Set the other
Event Cards aside - they will not be used during this game. The six Event
Cards in the three Phase piles will be revealed during the Event Reveal of
each turn as described below in that section.
PROPAGANDA AND LUMINARY CARDS
New Luminary and Propaganda Cards should be combined with existing
base game cards of the same type by Phase number which can be found on
the back of each card. These combined cards are then used to form decks
for different Phases as follows:
Number of players 2 3 4 5 6
Propaganda Cards per Phase 3 4 5 6 7
Luminary Cards, Phase 1 3 5 6 8 9
Luminary Cards, Phase 2 3 4 6 7 9
4 SETUP
---
Propaganda Cards: Deal the cards face down into three piles, one
for each Phase. Propaganda cards for each Phase are revealed after
the Luminary Auction. Changes to the Engage In Propaganda action are
detailed in the Actions section below.
★ Luminary Cards: Deal the cards face down into two piles for the
first and second Phases only. Luminary Cards allow players to take
additional actions on their turn. Except for incorporating new Luminaries
with existing Luminary Cards, Luminary Auctions are conducted as in the
base game.
SIXTH INVENTOR / C.J. WALKER (NEW)
•W. C.J. Walker is now always available as a player choice. Lay out all
six Inventor cards with their corresponding Company Markers
and Stock Certificates at the start of each game for drafting.
COMPANY DRAFT (TVE RULES P.4)
In Powering Up!, players still select a company through the draft described
in the base game rules, however, HQ Mats and HQ Cards are now
integrated into this process:
When players draft an Inventor to play for the game, each also takes the
HQ Mat and HQ Cards associated with that Inventor. All four HQ Cards
(Laboratory, Works, Office, and Studio) begin the game undeveloped and
are placed face (color-side) down in their corresponding slots below the
HQ Mat. These may be developed and turned face up during gameplay as
discussed in the Develop Your HQ section below.
STOCK CERTIFICATES
In addition to Walker shares, Powering Up! provides two more common
Stock Certificates for each base game company. Six (instead of four)
common Stock Certificates for any company being played should now be
placed next to the board to form the open market at the start of the game.
Two common Stock Certificates of each company are still reserved for
Luminary Auctions.
LUMINARY AUCTIONS (TVE RULES PP. 4-5)
Apart from integrating the new Luminary Cards, Luminary Auctions in
Powering Up! are still conducted as usual at the start of turns 1, 3, and 5
according to the base game rules.
SETUP 5
---
• GAMEPLAY OVERVIEW •
The sequence of play in Powering Up! generally follows that of the base
game. Players still decide to take various actions over six turns and
Luminary Auctions occur before any other gameplay at the start of turns
1, 3, and 5. During a turn, in fame order, players alternate taking actions
exhausting at least one Luminary each time. Each turn is further divided
into parts as follows.
A - LUMINARY AUCTION AND PROPAGANDA REFRESH
(Setup and start of turns 3 and 5)
B - EVENT REVEAL (New)
C - ACTIONS
• Claim A Project
• Advance In Technology
• Engage In Propaganda (Updated)
• Develop HQ (New)
D - BOOKKEEPING
• Adjust Fame Track
• Increase AC/DC patent-related
stock
• Adjust AC/DC Track (New)
• Take Profits
• Visit the Stock Market (New)
• Reset Luminaries and Remove
Event Card
• Advance Turn Marker
Play continues until the end of turn 6
at which point the game ends. Winning
in Powering Up! is based upon total
victory points (VP) rather than just the
highest-valued stock portfolio. Players
earn victory points in a variety of
areas as discussed below in the scoring
section.
6 OVERVIEW
---
• E V E N T R E V E A L ( N E W ) •
Every Event Card indicates a Primary Effect and a Stock Market
Effect which impose conditions on gameplay during the turn
that the Event Card is revealed. Before the Actions each turn,
reveal an Event Card from the appropriate Phase pile and then
resolve the card's Primary Effect and Stock Market Effect. For
example, for the Event Reveal after the Luminary Auction at
the start of turn 3, draw and resolve the top card from the
Phase 2 Event Card pile.
LABOR UNREST
Primary
Effect
Stock
Market
Effect
E V E N T C A R D P R I M A R Y E F F E C T
When an Event Card is drawn, resolve its Primary Effect. Primary Effects
of Event Cards are indicated via text below the title of each card.
Normal Primary Effects impact all players during a turn; other Primary
Effects only affect certain players and are auctioned off to the highest
bidder when the card is drawn. If the event calls for an x AUCTION x,
immediately put the card up for sale, following the same bidding
procedure as in a Luminary Auction. Give the Event Card to the player
who wins the auction.
DELMONICO'S
AUCTION
You may refresh your Inventor after first using
them this turn, thus getting them a second action
later in the turn. Immediately discard
this event card after doing so.
1
Every night this took a long steak
dinner at Delmonico's. Edison play-
enjoyed the legendary establishment.
NOTE: Some events require players to pay additional money when taking
actions. These payments must always be paid even if Inventor or HQ Card
abilities would otherwise allow a player to avoid making payments. If a
player cannot afford to pay for event effects associated with an action, the
player may not take that action.
E V E N T C A R D S T O C K M A R K E T E F F E C T
After the Primary Effect of an Event Card is resolved, the card's Stock
Market Effect is applied to all Stock Markers. The Stock Market Effect is
in a small circle in the lower right corner of each Event Card.
« Move all Stock Markers two columns to the left
< Move all Stock Markers one column to the left
X Do not move Stock Markers
^ Move all Stock Markers up one space
^ Move all Stock Markers up two spaces
PULLMAN STRIKE
AUCTION
Each of the players must remove one
of their own HQ cards from the game.
3
In 1894 a strike at the Pullman car factory
in Chicago led to labor unrest and
the United States.
NOTE: A company's stock price can never go below $12 or above $77.
EVENT REVEAL 7
---
Event Reveal Example: Joan, Brian, and Alexa are playing a three-
player game and seated in that order. The newly-revealed Event Card is
"Pullman Strike", which forces every player except the auction winner to
remove one of their developed HQ Cards from the game. Joan is highest
on the Present Fame Track, so she may bid first.
Joan values this card and bids $1,000. Brian decides to pass, because he
hasn't developed any of his HQ Cards yet. Alexa thinks she'll need the
powers from the HQ Card she's already built, so she bids $6,000. Joan
believes that her HQ Cards are going to help her win the game, so she
bids $8,000. Alexa passes, and Joan wins the auction for the "Pullman
Strike" Event Card. Brian does nothing as he has not developed any HQ
Cards yet, however, Alexa must immediately choose one of her developed
HQ Cards and remove it from the game. The Primary Effect of the
"Pullman Strike" Event Card has been completely resolved, and the card
will be discarded at the end of the round.
After the auction has concluded, the Stock Market Effect of the Event
Card is resolved and the players adjust their company's Stock Markers. In
this case, the Stock Market Effect is «, so each company's Stock Marker
is moved two columns to the left.
• ACTIONS (TVE RULES PP. 5-9) •
Every turn, players use their Inventor and Luminaries to take actions.
Actions in Powering Up! are generally the same as in Tesla vs. Edison with
one significant exception. The "Visit the Stock Market" action from the
base game has been removed, and replaced with the "Develop Your HQ"
action introduced by this expansion. (Stock market activity now happens
during Bookkeeping.) More detail on available actions in Powering Up! is
set forth below.
STUDIO
FRANKLIN INSTITUTE
FRANKLIN INSTITUTE
Developed HQ
card
Undeveloped
HQ card
8 ACTIONS | HQS
NEW ACTION:
DEVELOP YOUR HQ
Each player has a company-specific set of four HQ
cards - Lab, Works, Office, and Studio. All HQ cards
start the game face down and may be developed
during the game. Players may use an action during
their turn to develop one HQ card. To do so, flip over
the desired HQ Card, apply its immediate effect, if any,
and exhaust a Luminary who has a corresponding
rating of at least one as detailed below.
---
Lab: Requires ☤ to develop, provides bonuses towards technology actions.
Works: Requires ✿ to develop, provides bonus victory points during
scoring.
Office: Requires $ to develop, provides monetary or fame benefits.
Studio: Requires ☤ to develop, provides a powerful ability.
UPDATED ACTION: ENGAGE IN
PROPAGANDA (TVE RULES PP. 8-9)
The Propaganda action in Powering Up! follows the base game rules
EXCEPT that Propaganda Cards used during each Phase are now no
longer removed from play after being used.
To Engage in Propaganda, chose a Luminary to exhaust, adjust the Future
Fame Track or the AC/DC Fame Track for any ☤ rating of the Luminary,
select a face up Propaganda Card, and apply the card's effects as usual.
Rather than removing the card from play, however, instead then flip the
selected Propaganda Card face down on the table.
When the last such Propaganda Card is turned face down during any
Phase, immediately turn all Propaganda Cards for the current Phase face
up again. In this way, the pool of available Propaganda Cards is never
empty.
Propaganda Cards are still replaced at the start of Phase 2 and Phase 3.
CLAIM A PROJECT (TVE RULES PP. 6-7)
The Claim A Project action follows the same rules as in the base game. In
doing so, however, players may be affected by penalties or bonuses from
HQ Cards or Event Cards.
ADVANCE IN TECHNOLOGY
(TVE RULES PP. 7-8)
The Advance In Technology action follows the same rules as in the base
game. In doing so, however, players may be affected by penalties or
bonuses from HQ Cards or Event Cards.
PROPAGANDA, PROJECTS, TECHNOLOGY | ACTIONS 9
---
• BOOKKEEPING •
(REPLACES TVE RULES ENTIRELY)
Powering Up! makes a number of significant changes to Bookkeeping.
Stock trading now takes place here instead of as its own action and other
items also differ. When playing with this expansion, to avoid any possible
confusion, the Bookkeeping rules below should be used in place of those
from the base game rules.
At the end of each game turn, follow these steps for Bookkeeping:
1 Adjust the Present Fame Track to match the Future Fame Track. This
sets the turn order for the next turn as well as the order for stock market
activities later during Bookkeeping. The player with the highest (closest
to one) current fame increases their stock price by an amount equal to
the current Phase (one, two, or three).
2 The player holding the highest level patent in AC or DC, whichever
technology is leading on the AC/DC Fame Track, increases their stock
price by an amount equal to the current Phase (one, two, or three).
When the AC/DC Fame Marker is in the middle of the track, the top
patent holders in both AC and DC, if any, each receive the appropriate
stock price increase. If one player is the top patent holder in both, that
player receives the increase twice.
3 Move the AC/DC Fame Marker one space closer to the center of the
AC/DC Fame Track. If the marker is already at the center of the track,
do nothing.
4 Each company takes cash equal to the amount of profit listed on the
board for the column containing their stock price.
5 In current fame order, each player may perform one, both, or neither of
the following actions, in order:
• First, a player may sell one share of stock to trade for one share of
another stock, paying or receiving the difference. Preferred shares
may never be traded. After the shares are exchanged, reduce the price
of the stock that was sold by moving that company's Stock Marker
one column to the left. Then, increase the price of the stock that was
purchased by moving that company's Stock Marker up a number of
spaces equal to the current Phase (one, two, or three).
10 BOOKKEEPING
---
Example: Edison is at $52 and Tesla is at $41 during Phase 3. Joan wishes
to trade one of her Edison shares for a share of Tesla stock. She returns one
share of Edison to the market to take one share of Tesla from the market and
also receives $11 from the bank ($52 - $41 = $11). Edison's Stock Marker is
moved one column to the left and reduced to $47 because Edison was sold.
Tesla's Stock Marker is moved up three spaces to correspond with the current
Phase and increased to $44 because Tesla was purchased.
• Second, a player may directly purchase one share of a company,
however, shares of any company sold earlier in a turn by that player may
not be purchased during the same turn. After the purchase, increase the
price of the purchased stock by moving that company's Stock Marker up
a number of spaces equal to the current Phase (one, two, or three).
Do not adjust stock prices for stocks sold, traded for, or purchased during
turn 6.
Players may not trade or purchase stock if doing so would leave them with
$0.
6 Flip all Luminaries face up to indicate that they are no longer exhausted.
7 Discard the current Event Card. Its effect ends with the completion of the
turn and the card is no longer needed.
8 Advance the Turn Marker to the next turn; additional steps may occur
depending on the turn as follows:
• Turn 2, 4, or 6: Proceed with the turn starting with its Event Reveal.
• Turn 3 or 5: Before the Event Reveal or any
player Actions, (i) conduct the next Luminary
Auction with added Stock Certificates
(TvE Rules pp.4-5); (ii) remove any current
Propaganda Cards from play; and (iii) reveal
the Propaganda Cards for the upcoming Phase.
Then proceed with the turn starting with its
Event Reveal.
• At the conclusion of turn 6, after completing
Bookkeeping, final scoring occurs and the game
ends.
BOOKKEEPING 11
---
• FINAL SCORING & GAME END •
The game ends after Bookkeeping in turn 6. Powering Up! introduces a
new scoring system which rewards more varied play and has multiple
paths to victory. Victory points are awarded based on Stock Shares, Cash,
HQ Cards, and bonuses from developed Works cards. The player with the
highest score is the winner!
NOTE: In all cases of ties during scoring, including in a tie for the final
score, the company that is higher (closer to one) on the Present Fame
Track wins the tie.
POINTS FOR STOCK SHARES
Players earn points by owning stock shares of various companies ranked
according to closing prices at the end of the game. Each share of the
company with the highest stock price is worth 6 points. Shares of other
companies are worth one point less each in descending order, from
next-highest to lowest closing share price. For example, each share of the
company with the second-highest stock price is worth 5 points, each share
of the company with the third-highest stock price is worth 4 points, etc.
NOTE: Each preferred shares certificate counts as four shares of a
company and points should be calculated accordingly.
Share Price Rank 1 2 3 4 5 6
Points Per Share 6 5 4 3 2 1
Example:
Final stock prices - Edison 65, Tesla 61, Thomson 58, Walker 58
Walker finishes the game ahead of Thomson on the Present Fame Track
after Bookkeeping at the end of turn 6.
Point Values Per Share: Edison 6 points, Tesla 5 points, Walker 4 points,
and Thomson 3 points
POINTS FOR CASH
Players receive points for cash according to how much cash they have
at the end of the game. The player finishing with the most cash receives
6 points. Other players receive one point less each in descending order,
from next-highest to lowest amount of cash on hand.
12 FINAL SCORING, GAME END
---
For example, the player with the second-highest amount of cash earns 5
points, the player with the third-highest amount of cash earns 4 points,
etc.
POINTS FOR DEVELOPED HQ CARDS
Players receive 1, 3, 6, or 10 points depending on how many HQ Cards
they developed during the game. HQ Cards that were not developed or
that were removed from the game as a result of an event are not counted
during scoring.
Developed HQ Cards 1 2 3 4
Points Earned 1 3 6 10
POINTS FOR WORKS CARDS
Players add any additional points earned from their developed Works
card. Each Inventor's Works card is unique and provides bonus points for
that player if certain project-related activities are completed during the
game.
• CUSTOMIZING EXPANSION CONTENT •
Madam C. J. Walker, the new Luminaries, the new Propaganda Cards,
and the Event Cards may be used with the base game without changing
any other rules. Each may be included alone or in conjunction with other
expansion content.
If including the Event Cards without using other expansion content,
remove the following Event Cards from the game before setup:
Phase 1: 1888 Blizzard
Phase 2: Panic of 1890
Phase 3: Pullman Strike
For a more predictable experience, you may choose to play this expansion
without using the Primary Effects of Event Cards. If you do, prepare the
Event Cards as normal, and resolve only their Stock Market Effect during
the Event Reveal of each turn.
NOTE: The HQ Mats, HQ Cards, and AIs require that all expansion rules
and content be used.
CUSTOMIZING EXPANSION CONTENT 13
---
• DETAILED SCORING EXAMPLE •
In this example Alexa, Brian, and Joan have just finished turn 6 in their
game, and are ready to determine their final scores.
Conditions at End of Game are as follows:
Player Inventor Stock HQ Cards Shares Owned
Price Cash Developed
Alexa Edison $61 $15 Works Edison Pref.
Office 1 Edison
Studio 1 Tesla
2 Walker
Brian Tesla $49 $19 Lab Tesla Pref.
Works 2 Edison
Office 1 Walker
Studio
Joan Walker $53 $31 Lab Walker Pref.
Studio 1 Edison
3 Tesla
POINTS FOR STOCK SHARES
Edison's stock price was highest at the end of the game, so each share of
Edison stock that any player owns is worth 6 points. Each share of Walker
stock is worth 5 points, and each share of Tesla stock is worth 4 points.
Since Alexa has five shares of Edison (four preferred shares plus one
other share), she receives 30 points for those shares, plus 10 points for
two Walker shares and 4 points for one Tesla share, for a total of 44 points
from stock shares.
Brian receives 16 points for his preferred
shares of Tesla, plus 12 points for two
shares of Edison and 5 points for one
share of Walker, for a total of 33
points from stock shares.
14 SCORING EXAMPLE
---
Joan receives 20 points for her preferred shares of Walker, plus 6 points
for one share of Edison and 12 points for three shares of Tesla, for a total
of 38 points from stock shares.
POINTS FOR CASH
Joan finished with the most cash, so she receives 6 points. Brian had the
second-most amount on hand, so he receives 5 points. Alexa receives 4
points for having the third-most cash.
POINTS FOR DEVELOPING HQ
AND WORKS BONUS
Alexa ended the game with three developed HQ cards, so she receives 6
points. She built Edison's Works card, which gives 1 point for each Level I
or II project she claimed, of which she has 3, so she receives an additional
3 points for a total of 9 points from her HQ and Works.
Brian finished with four developed HQ cards, so he receives 10 points. He
built Tesla's Works card, which gives 5 points if he holds a Level V project.
He does, so he receives an additional 5 points for a total of 15 points.
Joan finished with two built HQ cards, so she receives 3 points. She did
not build Walker's Works card, so she receives 0 additional points for a
total of 3 points.
FINAL SCORES
Player Alexa Brian Joan
Stock 44 33 38
Cash 4 5 6
HQ Cards 6 10 3
Works Bonus 3 5 0
Total 57 53 47
Alexa wins with a score of 57 points!
SCORING EXAMPLE 15
---
• DESIGNER'S NOTES •
Designing this expansion to Tesla vs. Edison was surprisingly enjoyable.
Surprising, because the challenges of designing on top of an existing
game are less intellectually interesting to me than creating something
from whole cloth. Yet, as I got into the opportunities offered by this
expansion, I relished the opportunity to work in history that didn't make
it into the main game, and to rethink aspects of how the game plays as my
experience and thus sophistication as a designer increases. One landmark
of this expansion is the introduction of a female inventor and luminaries,
important creators and capitalists who for the most part were not involved
in the War of Currents. While their inclusion was originally to pay
homage to their largely forgotten contributions, in practice their diversity
also enabled some alternate character builds that add more variety to the
game experience. I hope you enjoy getting to know Madam C.J. Walker,
Bertha Lamme Feicht, and Edmonia Lewis, among others, as much as I
did.
The story of Tesla vs. Edison is a story of the 19th century, of America,
and of a growing and optimistic nation. I hope our work with the
Powering Up expansion brings that even more to life while bringing you
enjoyment.
Dirk Knemeyer
Arlington, Massachusetts
May 4, 2016
• INDEX •
Actions.................... 8-9 AI Play..................AI Rulebook
Advance In Technology.........9 Actions..................AI 3-7
Claim A Project...............9 HQ Action..................AI 7
Develop HQ..................8-9 Luminary Auctions...........AI 2
Engage In Propaganda..........9 Project Action...............AI 6
Bookkeeping...............10-11 Propaganda Action.........AI 4-5
Customizing Exp. Content......13 Technology Action...........AI 5
Event Reveal..............7-8 Bookkeeping.............AI 7-8
Gameplay Overview.............6 Event Reveal................AI 3
Luminary Auctions...........5-6 Scoring..................AI 8
Scoring..................12-13 Setup..................AI 1-2
Setup....................4-5 Ties with AIs...............AI 4
Ties.......................12
©2016, Artana LLC, All Rights Reserved - www.artana.com ARTANA
---
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Em vez de folhear o manual inteiro- Respostas precisas Baseadas exatamente neste manual, com a página de origem.
- Economize tempo Ache a regra em segundos, sem folhear 16 páginas.
- A qualquer hora Tire dúvidas no meio da partida, direto do celular.
- 100% grátis Crie sua conta grátis e comece a usar agora.
Como funciona
Três passos até a resposta- 1 Faça sua pergunta Digite sua dúvida sobre as regras deste jogo.
- 2 Crie sua conta grátis Leva 20 segundos — é só para guardar seu histórico.
- 3 Receba a resposta A IA encontra a regra exata e cita a página do manual.
Manual publicado pela editora · uso para consulta de regras. Mais sobre o jogo em BoardGameGeek e Ludopedia .