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In Futuropia, Friedemann Friese’s big utopian economic game for 1-4 optimizers, players live in a future Utopian society that possesses desirable lifestyle qualities for all of its citizens. Too bad this is not today’s reality…
In this Utopian society, we all will work much less. Our robots can do nearly everything already. There is no need for great envy. It is simply about equality, justice, and the fair allocation of the complete and still necessary work, which then gives us ALL more leisure time.
Success means we will have time for the activities we like the most: fishing, farming, fencing, flying, …, as well as gaming, building, painting, traveling, composing, and more. If somebody wants to work more than needed, they should do that. This is about the freedom! So let us rethink this: joblessness is not a disgrace, it is the new goal!
We are members of a team striving to realize this utopian ideal. We try to develop completely self-sustaining homes that function as efficiently as possible. They must generate enough food and energy to allow the residents the greatest possible freedom (thus, leisure time). The more people in our development who no longer need to work, the closer we are to reaching our goal! The player who builds the best development will win the game, and their development will become reality!
Futuropia is a luck-free economic game. To ensure you always encounter new challenges, we offer multiple game set-up variations, which create a variety of gameplay situations, ensuring new experiences and replayability. The solo game offers you an option to learn the mechanisms and processes of Futuropia before you play it with other players. See our hopeful future in…Futuropia!
Ages | 12+ |
---|---|
Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 90m – 90m |
Designer | Friedemann Friese |
Mechanics | Simulation |
Theme | Economic, Environmental, Industry / Manufacturing, Political, Science Fiction |
Publisher | 2F-Spiele, Stronghold Games, Swan Panasia Co., Ltd., Edge Entertainment, Galápagos Jogos |
dr.morton
Easy to teach, quick to play. It's a classic enjoyable Eurogame without all the bells and whistles usual these days. My only complaint is the poor quality paper money.
peakhope
"Resource efficiency game with a fantastic theme, but zero variability. The generators were largely similar, leading to a lack of really tough choices. Maybe better with 3 or 4 players? Or perhaps you have to really focus on every minuscule optimization to enjoy it?" What I like: - LOVE the theme and the system you build. - Once you grasp it, the game flows very smoothly. What I don't like: - No variability from game to game. - Differences between generators seemed very minor. - That means the decision of which action to take next didn't seem to matter much. - UGH. That huge odd-shaped box! This game fell flat for me for some of the same reasons that Power Grid The Card Game did: That you can buy or not buy things, or buy this one or that one, all without a huge impact on your position. PGTCG at least had market randomness and distinctly different types of power plants. I wanted to love this game, and I think it could be developed into a game I love. I kind of what to try it with 4p to see if that makes the decisions more interesting and difficult. I'm kind of glad the game didn't suit me, because I would hate to have to decide whether to try to fit that monstrosity of a box on my shelves. The rating of 7 is a bit of a guess. There's a small chance the game might grow on me, but more likely it would slip to a 6. I could imagine an expansion raising my rating, but if the game does get an expansion, I'll be surprised if it does what I want.
Phrim
In Futuropia, players are competing to build their own self-contained post-scarcity community in which as few people work as possible. The game works via five action tiles which flip over when used, and can be flipped back either when all five are flipped, or before that at a cost. These actions let you build machines that produce food and energy, get more people and living space, or get robots to free up people not to work. The machines definitely had a Factory Manager feel to them, and there was a little bit of taking things making better things available for other people. The action sequence itself felt a little scripted—it was always pretty obvious which action to take, the only difference was which tile to buy. Also, the end game is very mathy—it takes a lot of think to optimize end-game score. So it was easier until it wasn’t. Not sure I like that. (1 play)