Age of Innovation

Age of Innovation

#57BGG8.4RATING
Consulted 1 times·Updated Jun 8
1–5
PLAYERS
40–200
MINUTES
4
BEST WITH
4.3
EXPERT
Ask Mira about Age of Innovation
ERRATA5
  • Colleges innovation tile does not score per pass actiondesigner
    RULING
    The Colleges innovation tile does not grant 5 VP per school each time a player passes. It is a one-time end-game scoring of 5 VP per school in scoring areas. The printed card text is ambiguous; the intended behavior is a single end-game trigger.
    AUTHOR: Shampoo4you (Trey Chambers, designer)SOURCE: boardgamegeek.com(93 replies)DATE: 2023-04-04
  • Steelworks innovation tile uses 8/12/18 VP breakpoints, not 6 VP per bridgedesigner
    RULING
    The Steelworks innovation tile scores 8 VP for 5 bridges, 12 VP for 8 bridges, and 18 VP for 11 or more bridges. The English rulebook example implying 6 VP per bridge is incorrect.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.com(93 replies)DATE: 2023-04-04
  • Special action example in English rulebook shows wrong point valuedesigner
    RULING
    The special action example in the English rulebook shows an incorrect point value. The correct value is 3 points. This error is specific to the English version; the German rulebook is correct.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-04-05
  • Feline faction ability mistranslated in English rulebookdesigner
    RULING
    The Feline faction ability should read "Every time you gain a city tile" not "found a city." Any effect that causes you to gain a city tile — including Palace 11 — triggers the ability.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-10-01
  • Monk and Inventor starting spade placement order missing from English rulebookdesigner
    RULING
    The English rulebook omits the starting spade placement order for the Monks and Inventors factions. Use playing order for both factions, the same rule that governs the Desert faction (German rulebook page 19).
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-04-11
DESIGNER CLARIFICATIONS12
  • Steelworks counts all own bridges connected to at least one buildingdesigner
    CONTEXT
    Players questioned whether only bridges adjacent to cities or trading posts counted for the Steelworks tile.
    RULING
    All your bridges count for Steelworks scoring as long as each bridge is connected to at least one of your buildings. There is no requirement that the bridge be adjacent to a city.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.com(93 replies)DATE: 2023-04-04
  • Two Moles land bridges cannot chain to create adjacencydesigner
    CONTEXT
    Players asked whether two land bridges placed on the same river hex could make two non-adjacent hexes effectively adjacent.
    RULING
    Two land bridges cannot chain together to create adjacency between otherwise non-adjacent hexes. Each land bridge connects exactly two hexes across a single river segment.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-08-12
  • Moles land bridge plus Palace 14 across a river cannot form a citydesigner
    CONTEXT
    Players asked whether a Moles land bridge combined with Palace 14's adjacency extension could join buildings across a river into a city.
    RULING
    A Moles land bridge and Palace 14 cannot be combined across a river hex to form a city. Palace 14 does not override the river barrier in this interaction.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-08-12
  • Neutral buildings extend Moles tunneling and Palace 9 reachdesigner
    CONTEXT
    Players asked whether a neutral building placed via tunneling or Palace 9 could itself serve as a stepping stone for further reach.
    RULING
    Yes. A neutral building placed via Moles tunneling or Palace 9 can serve as a new origin point, extending the reach of those abilities for placing additional buildings.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-05-31
  • Moles tunneling and Palace 9 cannot stack within a single placement actiondesigner
    CONTEXT
    Players asked whether the Moles tunneling ability and Palace 9's adjacency bonus could be combined within the same building placement.
    RULING
    Moles tunneling and Palace 9 cannot be stacked within a single placement action. Each ability applies independently, not in conjunction with the other.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-05-31
  • Science track crossings during setup grant power cyclingdesigner
    CONTEXT
    Players were uncertain whether science track bonuses triggered during the initial placement phase.
    RULING
    Crossing a science track threshold during setup does grant the power cycling benefit. Setup science advancements are treated identically to in-game advancements for this purpose.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-08-28
  • Building placement during setup does not trigger power gains from adjacencydesigner
    CONTEXT
    Players asked whether placing initial buildings adjacent to opponents during setup grants power from the neighbor adjacency rule.
    RULING
    Placing buildings during setup does not trigger power gains from being adjacent to opponent buildings. The neighbor adjacency power gain only applies during the main game, not during setup.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-05-03
  • Competency tile grants both science steps and books in that disciplinedesigner
    CONTEXT
    Players were unclear on whether competency tiles granted only the science track steps or also the books reward shown.
    RULING
    Gaining a competency tile grants both the science track advancement steps and the books reward in that specific discipline. Both benefits apply simultaneously.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-04-05
  • Monks gain competency on University placement; Inventors gain after all initial buildingsdesigner
    CONTEXT
    Players asked about the exact timing of starting competency gains for the Monks and Inventors factions.
    RULING
    Monks gain their starting competency tile at the moment they place their University during setup. Inventors gain their starting competency tile only after all their initial buildings have been placed.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-04-11
  • Annexes do not count for end-game area scoringdesigner
    CONTEXT
    Players asked whether annexes contributed to area control scoring at end of game.
    RULING
    Annexes do not count for end-game area scoring. Only standard buildings (dwellings, trading posts, temples, strongholds, academies) are counted when determining area control.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-08-16
  • Palace 11 counts as gaining a city tile and triggers Feline abilitydesigner
    CONTEXT
    Players asked whether the one-time city tile bonus from Palace 11 activates the Feline faction ability (see also E4).
    RULING
    Yes. Palace 11 grants a city tile, which counts as "gaining a city tile" and triggers the Feline faction ability.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-10-01
  • Adjacent buildings enlarge existing cities; new cities require non-adjacent placementdesigner
    CONTEXT
    Players asked whether buildings adjacent to an existing city could form a second distinct city.
    RULING
    Buildings adjacent to an existing city automatically enlarge that city rather than forming a new one. To found a new city, you must place buildings on hexes not adjacent to your existing cities, using shipping range, Moles tunneling, or Palace 9 to bridge the gap if needed.
    AUTHOR: Horologiom (Helge Ostertag, designer)SOURCE: boardgamegeek.comDATE: 2023-09-18
EDGE CASES1
  • Two annexes on adjacent hexes form a valid citycommunity high-engagement
    SITUATION
    A player has two 3-power buildings on two adjacent hexes and places annexes on both. The question is whether the two annexed hexes together constitute a valid city.
    RULING
    Yes. Two annexes placed on two adjacent hexes form a valid city. Co-designer Bastian Winkelhaus (@zlorfik) participated in the thread and raised no objection to this interpretation; community consensus across all 11 replies confirms the interaction is legal.
    AUTHOR: Bernhard276 (Bernhard)SOURCE: boardgamegeek.com(11 replies)DATE: 2023-11-02

Last researched: 2026-04-28

CATEGORIES

Civilization·Economic·Fantasy·Territory Building

MECHANICS

ContractsEnd Game BonusesHexagon GridIncomeModular BoardNetwork and Route BuildingTech Trees / Tech TracksTurn Order: Pass OrderVariable Player Powers

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