Devious I-cut-you-choose" drafting mechanic Dozens of diabolical inventions Game-changing Discoveries ramp up decisions Ages 15 & up, 2-4 players Plays in 30-45 minutes Throughout the centuries, mad scientists have always encountered the same problem of very limited access to the dangerous resources they require. To solve this problem, the mad science foundation was created. Now these "misunderstood geniuses" can finally get the access they need to the four vital building blocks of mad science: Lasers, dark matter, cryptomium, and sharks. At its heart, this is a drafting game. You draft resources to craft wacky inventions and dispatch Minions to help with your diabolical plans. Each round, one player controls the crooked director for that round. He or she then separates the available commodities into piles to be drafted. It's up to the scientist controlling the director to determine the value of whatever resources are available and separate them into piles. Not all piles are created equal! players then take turns selecting which pile of goodies they will Grab, with the director's controller choosing last. Sizing up your competition is key! you know what they need. Don't let them have it. Or give them two choices of equal terrible-ness! but each player also has a secret side objective that you may not figure out until it's too late by crafting new inventions, you might be able to put together an engine of cards that eventually fuel themselves. Perpetual motion in our lifetime! or perhaps you might stockpile valuable resources for later exploitation. It's all done with the altruistic goals of megalomania and personal glory in mind. What could go wrong?
Devious I-cut-you-choose" drafting mechanic Dozens of diabolical inventions Game-changing Discoveries ramp up decisions Ages 15 & up, 2-4 players Plays in 30-45 minutes Throughout the centuries, mad scientists have always encountered the same problem of very limited access to the dangerous resources they require. To solve this problem, the mad science foundation was created. Now these "misunderstood geniuses" can finally get the access they need to the four vital building blocks of mad science: Lasers, dark matter, cryptomium, and sharks. At its heart, this is a drafting game. You draft resources to craft wacky inventions and dispatch Minions to help with your diabolical plans. Each round, one player controls the crooked director for that round. He or she then separates the available commodities into piles to be drafted. It's up to the scientist controlling the director to determine the value of whatever resources are available and separate them into piles. Not all piles are created equal! players then take turns selecting which pile of goodies they will Grab, with the director's controller choosing last. Sizing up your competition is key! you know what they need. Don't let them have it. Or give them two choices of equal terrible-ness! but each player also has a secret side objective that you may not figure out until it's too late by crafting new inventions, you might be able to put together an engine of cards that eventually fuel themselves. Perpetual motion in our lifetime! or perhaps you might stockpile valuable resources for later exploitation. It's all done with the altruistic goals of megalomania and personal glory in mind. What could go wrong?
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Devious I-cut-you-choose" drafting mechanic Dozens of diabolical inventions Game-changing Discoveries ramp up decisions Ages 15 & up, 2-4 players Plays in 30-45 minutes Throughout the centuries, mad scientists have always encountered the same problem of very limited access to the dangerous resources they require. To solve this problem, the mad science foundation was created. Now these "misunderstood geniuses" can finally get the access they need to the four vital building blocks of mad science: Lasers, dark matter, cryptomium, and sharks. At its heart, this is a drafting game. You draft resources to craft wacky inventions and dispatch Minions to help with your diabolical plans. Each round, one player controls the crooked director for that round. He or she then separates the available commodities into piles to be drafted. It's up to the scientist controlling the director to determine the value of whatever resources are available and separate them into piles. Not all piles are created equal! players then take turns selecting which pile of goodies they will Grab, with the director's controller choosing last. Sizing up your competition is key! you know what they need. Don't let them have it. Or give them two choices of equal terrible-ness! but each player also has a secret side objective that you may not figure out until it's too late by crafting new inventions, you might be able to put together an engine of cards that eventually fuel themselves. Perpetual motion in our lifetime! or perhaps you might stockpile valuable resources for later exploitation. It's all done with the altruistic goals of megalomania and personal glory in mind. What could go wrong?
Devious I-cut-you-choose" drafting mechanic Dozens of diabolical inventions Game-changing Discoveries ramp up decisions Ages 15 & up, 2-4 players Plays in 30-45 minutes Throughout the centuries, mad scientists have always encountered the same problem of very limited access to the dangerous resources they require. To solve this problem, the mad science foundation was created. Now these "misunderstood geniuses" can finally get the access they need to the four vital building blocks of mad science: Lasers, dark matter, cryptomium, and sharks. At its heart, this is a drafting game. You draft resources to craft wacky inventions and dispatch Minions to help with your diabolical plans. Each round, one player controls the crooked director for that round. He or she then separates the available commodities into piles to be drafted. It's up to the scientist controlling the director to determine the value of whatever resources are available and separate them into piles. Not all piles are created equal! players then take turns selecting which pile of goodies they will Grab, with the director's controller choosing last. Sizing up your competition is key! you know what they need. Don't let them have it. Or give them two choices of equal terrible-ness! but each player also has a secret side objective that you may not figure out until it's too late by crafting new inventions, you might be able to put together an engine of cards that eventually fuel themselves. Perpetual motion in our lifetime! or perhaps you might stockpile valuable resources for later exploitation. It's all done with the altruistic goals of megalomania and personal glory in mind. What could go wrong?
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Product Dimensions | 1.9 x 7.9 x 10.5 inches |
Release date | July 20, 2016 |
Mfg Recommended age | 15 - 16 years |
Updated 1 day ago
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Product Dimensions | 1.9 x 7.9 x 10.5 inches |
Release date | July 20, 2016 |
Mfg Recommended age | 15 - 16 years |