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Gone Cardboard News: Wealth of Nations - Debuting at BGG.con in November

TableStar Games is taking a break from its HeroCard line of games and releasing a much bigger gaming beast on the world: Wealth of Nations. “It’s our first real hardcore Eurogame,” says Robert Carroll, game producer for TableStar. “When we started with TableStar, the flagship was the HeroCard line. Perfecting the balance on these chewed up a lot of time and didn’t allow us to do other things.”

In fact, HeroCard Orc Wars and Nightmare appeared a year after the first four titles due to need for extra development. “With Orc Wars, we had to make sure the asymmetrical play worked,” says Carroll. “Nightmare was a nightmare and came within two hours of being scrapped because the original idea wasn’t fun. We kicked the crap out of the initial design and came up with a better, more horror-themed approach that I think came out much better.”

Wealth of Nations is already headed to the printers—although it won’t be released until the first half of 2008—but TableStar will show off the game during the BGG.con game convention in November 2007. Here’s a description:

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 allow 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?

Wealth of Nations, designed by Nico Carroll (who also did TableStar’s HeroCard line), is for 3-6 players and has a playing time of 120 minutes. This game has been added to Gone Cardboard along with a link to the rules.



Posted by W. Eric Martin on Nov 14, 2007 at 02:30 PM in Game NewsGone Cardboard News / 943

Comments:

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I read the online rules for this and thought it definitely had potential.  The mechanic which allows larger industry blocs to produce more is quite clever.  It’s also nice that each commodity has its own specific use, rather than them all being interchangeable.  And citing Adam Smith is always a good thing.  I look forward to the early reports from BGG.con to see what people think of the real thing.

Posted by Larry Levy on Nov 14, 2007 at 03:10 PM | #

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