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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+ |
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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 |
Geekpunkt
Artwork: 6 Mechanic: 6 Theme: 8 Fun: 6 Quality: 7 ———————————- SCORE: 6.6 ———————————-
ousgg
I need more plays to really suss out whether the economic engine makes for enough game. This feels a bit linear and reminiscent of Power Grid (not in the best sense). Not a fan of whatever theme remains. [i]Sold[/i] Cheap :star::star::star::nostar::nostar: Quality Abstract :star::star::nostar::nostar::nostar: Themed Light :star::star::star::star::nostar: Heavy Shallow Curve :star::star::star::star::nostar: Steep Curve Elementary :star::star::nostar::nostar::nostar: Complex Tactics :star::star::nostar::nostar::nostar: Strategy Integrated :star::star::star::star::nostar: Artificial Luck :star::star::star::star::star: Skill Active :star::star::star::halfstar::nostar: Passive Short :star::star::star::halfstar::nostar: Long [b]Best with 4[/b]
cfarrell
This has gotten surprisingly little love, but I thought it was great. This is basically another Power Grid rebuild, but unlike First Sparks, Factory Manager, and the Card Game I feel like this really delivers something that is quite different and novel despite the structural similarities. I think the new price-reduction mechanic will please those who don’t like auctions (or don’t like the time they consume). It’s both structurally streamlined Power Grid quite a bit, but then also allowed the remaining game to fill out a bit to give it more depth (so now you need power and food and expanding your population has more to it). The economy is more developed. The many ways you can vary the setup and tweak the rules gives it significant replayability In the current game publishing environment, we just don’t have that many designers who have been around forever publishing interesting games, and of those that have few of them have that much range. Friedemann Friese has been publishing a wide variety of games for 20+ years, pushing boundaries the whole time, and I think we see the advantages of experience here. Futuropia is clever but it’s also tight and well-developed. It efficiently does what it needs to do and then gets out of the way. It gives players lots of meaningful options. It’s not that mechanically interactive, but it has lots of race elements and other players actions will force you to make tough choices from time to time. It’s not going to be to everyone’s tastes of course, but just as a piece of design work this kind of refinement has been becoming increasingly rare, sadly.