| Designer | Friedemann Friese |
| Publisher | Rio Grande Games |
| Players | 2-6 |
| Playtime | 120 mins |
| Suggested Age | 12 and up |
| Honors |
2004 International Gamers Awards – General Strategy; Multi-player Nominee
2004 Meeples’ Choice Award
2004 Tric Trac d’Argent
2004 Tric Trac Nominee
2005 Spiel des Jahres Recommended
2007 Gra Roku Game of the Year
2007 Hra roku Nominee
2008 Hra roku Nominee
2008 Lucca Games Best Boardgame
2008 Lucca Games Best Game Mechanics
2008 Ludoteca Ideale Official Selection
2009 Juego del Año Finalist
2010 Gouden Ludo Nominee
2010 Gouden Ludo Winner
2010 Japan Boardgame Prize Voters’ Selection Nominee
2010 Nederlandse Spellenprijs Nominee
2010 Nederlandse Spellenprijs Winner
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| Expansions |
Power Grid Expansion: New Plants (Fan Expansion for Power Grid) |
| Reimplemented By |
Power Grid: The First Sparks |
| Accessories |
Deluxe Token Bundle compatible with Power Grid (For Non-Deluxe Power Grid) The Broken Token – Power Grid Power Plant Trays (18) The Broken Token – Power Grid Resource Market Trays (3) |
| Additional Info |
2651/power-grid
http://boardgamegeek.com/forum/894/power-grid/reviews
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Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence.
The object of Power Grid is to supply the most cities with power when someone’s network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.
However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you’re potentially allowing others access to superior equipment.
Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the ‘renewable’ windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.


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