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Carnegie was inspired by the life of Andrew Carnegie who was born in Scotland in 1835. Andrew Carnegie and his parents emigrated to the United States in 1848. Although he started his career as a telegraphist, his role as one of the major players in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.
Andrew Carnegie was also a benefactor and philanthropist; upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie Libraries.
During the game you will recruit and manage employees, expand your business, invest in real estate, produce and sell goods, and create transport chains across the United States; you may even work with important personalities of the era. Perhaps you will even become an illustrious benefactor who contributes to the greatness of his country through deeds and generosity!
The game takes place over 20 rounds; players will each have one turn per round. On each turn, the active player will choose one of four actions, which the other players may follow.
The goal of the game is to build the most prestigious company, as symbolized by victory points.
-description from publisher
Ages | 12+ |
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Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 120m – 180m |
Designer | Xavier Georges |
Mechanics | Action Retrieval, Connections, End Game Bonuses, Follow, Income, Movement Points, Resource to Move, Solo / Solitaire Game, Square Grid, Tech Trees / Tech Tracks, Turn Order: Progressive, Worker Placement, Different Worker Types, Area Movement, Grid Movement, Variable Phase Order |
Theme | Economic, Industry / Manufacturing |
Publisher | Quined Games, sternenschimmermeer, Tesla Games |
Alephent
Good game centred around an action selection and follow mechanic. Some bits feel slightly superfluous but overall a good design. The stand out for me is the ability to not follow but do your own choice once per game, this feels very powerful when used correctly and can be very rewarding to find a good spot to use it.
ajewo
Economic tableau engine building game by Xavier Georges (Troyes, Carson City, Ginkgopolis). Each player has a own tableau representing a building. It can be upgraded with new departments that provide new abilities. Furthermore, the player must allocate workers into the departments so that they are active. Workers can be send abroad on a world map to basically bring back money. The tableau may also be upgraded by sliding one of four bars further. There is a 5x4 randomized action selection board. Each action can only activated once in the whole game. Other players may follow a selected action of the active player. The last part is a world map where players send workers and build transport connections. [b]I like:[/b] + Components: overall good production. + Predictable upcoming actions that may be selected next. This creates interesting decision-making in planning and maximizing efficiency. Right timing is very key. + Low, indirect player interaction (e. g., action selection, blocking spots on the world map, donations, picking departments). + Worker management: when to send out workers (to generate income), how to distribute workers in departments. + Resource management: money, goods, and workers. + Donation is a neat mechanic. + Variable set-up. [b]Neutrals:[/b] # Puzzly: optimizing workers, goods, monee, departments, connections, and timing. # Clean, structured artwork. # Rather abstract economic game. # Mostly tactical, but with some long-term planning. # Deterministic, no randomness except for set-up. # Racing for city connections. # May provoke analysis paralysis. # Learning the game can be a bit tricky, but overall the game plays rather smoothly. # Some departments and donations seem to be more restrictive than others. # It is rather a game of nuance engine building, not a game of super combos. [b]I do not like:[/b] - May be punishing (opponent takes action at the wrong time) and catching up may be quite hard. - Early game feels rather repetitive. - Building transport connections feels somehow like a minor side part of the game, however, all game elements are interconnected and cannot be ignored. [b]Related games:[/b] * Puerto Rico: action selection with follow mechanic, worker and resource management.
bami1020
[puzzle 9 replay 8.5 invest 6.5 solo 1] I saw the potential greatness in the tile placement + route making puzzle, but it really didn't click with me, and AI was impossibly crushing (but apparently once the game clicks, the solo gameplay comes down to mitigating AI's move)