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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Last researched: 2026-04-28
CATEGORIES
MECHANICS
HOW MIRA KNOWS

Not an AI guessing rules. A curated archive.
Every answer Mira gives is grounded in an official rulebook — not in what a language model thinks the rules probably say. Our team reads, structures, and curates each game's rulebook before Mira can answer a single question about it.

An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.
◆ Catan — Roads & Building, p. 7
At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.
◆ Wingspan — End of Round, p. 11
Null cards deal 0 damage regardless of base value or any bonuses applied.
◆ Gloomhaven — Attack Modifier Deck, p. 23
SOURCE
Official Rulebook PDF
PROCESS
Curated by our team
ANSWER
Mira answers with confidence
360
games in the archive
~7,000
pages of official rulebooks
EN · ES · FR
languages
Recently added: Zombie Kittens · Zombicide: Black Plague · Yokohama
Ready to never pause a game again?
Start for free — no credit card, no rulebook required.


%2Fpic7430993.jpg&w=3840&q=75)