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Main Catalogue |  Board Games & Card Games |  Tablestar Games |  Wealth of Nations

Wealth of Nations

Wealth of Nations


Price: £39.99

 
Currently unavailable

Board Game; 3-6 Players by Tablestar Games In Wealth of Nations, you take on the role of a national leader. Your goal is to take your nation from humble beginnings to the status of a world economic superpower. You achieve this by building Industries, which allows you to produce Commodities. There are six types of Industry tiles: Farms, Generators, Academies, Mines, Factories, and Banks. Each Industry is capable of producing a certain type of Commodity: Food, Energy, Labor, Ore, Capital, and money (respectively). Each Commodity has one or more uses in the game. For example, Food is required to \'feed\' your Industries when they produce, while Capital is used to build certain types of Industries. As you build Industries, you create ever larger Industrial Blocs. The larger a Bloc is, the greater your return on investment when the Bloc produces Commodities. The main focus of the game is trade. Because it is economically unfeasible to produce every Commodity you need, you must engage in trade to get the Commodities that you require. Each Commodity has a trade value influenced by the Markets. There is one Market for each type of Commodity. If you can\'t gain a Commodity that you need by trading with your fellow players, you must buy it from the Market. Buying a Commodity from the Market increases its price, reflecting increased demand. Similarly, there are times when you can\'t unload your surplus Commodities because your fellow players have no need for them. If you wish to earn money from these Commodities, you must sell them to the Market. Selling a Commodity to the Market decreases its price, reflecting increased supply. As you build new Industries and earn more money, you acquire Victory Points. The player with the most Victory Points at the end of the game, i.e., the player with the most valuable combination of Industries and money, is the winner. How will you build your Nation? GAME REVIEW BY COUNTER MAGAZINE Tablestar Games 3-6 players, 2.5 hours designed by Nico Carroll reviewed by Ben Baldanza Wealth of Nations is an ambitious economics and trading game. Players represent nations and drive the economy by developing industries and using their output to trade or invest further. The goal is to earn victory points and these are obtained by owing industry tiles on the main board and from final cash reserves. The game board is a large hexagon divided into smaller hexes. Six different industries are represented on hex tiles, and each produces a specific commodity when fed the right amount of food and energy. Farms produce food, academies produce labor, banks produce money, mines produce ore, factories produce capital, and generators produce energy. The industry tiles are colored to show their type and have markings of full and partial circles on them. This creates one of the more interesting elements of the game design, in that industry tiles can be built up into ``blocs\'\'. By connecting same-industry tiles, partial circles become full circles and since each full circle generates a commodity cube during production, industries benefit through economies of scale. Surrounding the main board are six market boards, one for each commodity type. These boards begin with a specific stock of each commodity and through the game players can buy from and sell to these markets, affecting the price of the commodity in the process. One of the perils of being too efficient in production is that a commodity that is overproduced will have its price driven down. While the game is large and seems complex at first, these two ideas - building industries to produce commodities and managing the market price of the commodities - are the core of the game. Everything that the players do affects one of these two activities and the two winning conditions are direct resultants. Each player starts the game with a few industry tiles and a starting set of commodities and cash. The setup process is somewhat similar to Die Macher; in that game players choose from a menu of alternative starting resources and set up their initial strategy accordingly. In Wealth of Nations, the starting alternatives are laid out into industry and commodity ``packages\'\'. The industry packages include two or three tiles of one industry type, and possibly some cash. The commodity packages include combinations of commodity cubes and cash. Depending on the number of players, each player selects two to four of these packages in order, and the game is then ready to begin. The game is played in rounds of three phases: trade, develop, and produce. The trade phase allows players to buy or sell commodities to the market. The market boards are well constructed and have small wells to hold each cube rather than just markings. This is

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