Rio Grande Games Power Grid
| Brand | Rio Grande Games |
| Theme | Science Fiction |
| Genre | strategy |
| Number of Players | 6 |
| Item Dimensions LxWxH | 14 x 8 x 2 inches |
About this item
- For 2-6 players
- Strategy game
- Lots of replay value
- Players bid against one another to purchase power plants
- More efficient power plants become available, players must decide whether to purchase/allow the opportunity to acquire superior equipment
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Product information
| Product Dimensions | 14 x 8 x 2 inches |
|---|---|
| Item Weight | 2.65 pounds |
| ASIN | B0007YDBLE |
| Item model number | RGG240 |
| Manufacturer recommended age | 12 - 16 years |
| Best Sellers Rank | #394,528 in Toys & Games (See Top 100 in Toys & Games) #13,098 in Board Games (Toys & Games) |
| Customer Reviews |
4.6 out of 5 stars |
| Is Discontinued By Manufacturer | No |
| Release date | August 21, 2018 |
| Manufacturer | Rio Grande Games |
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Product Description
Product Description
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 vie against other players to purchase the power planets that you use to supply the power. However, as plants are purchased, newer and more efficient plants become available so you're effectively allowing others to access to superior equipment. Additionally, players must acquire the raw materials like coat, oil, garbage, or uranium to power the plants, making it a constant struggle to upgrade your plants for maximum efficiency. This family strategy board game is for 2 to 6 players and takes about two hours to play.
From the Manufacturer
Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. The latest cooperative publishing effort from Friedemann Friese and Rio Grande Games, removes the crayon aspect from network building in the original edition while retaining the fluctuating commodities market like McMulti 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.
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From the manufacturer
Author: Friedemann Friese
Power Grid
by Rio Grande Games
Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. The latest cooperative publishing effort from Friedemann Friese and Rio Grande Games, removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like McMulti and an auction round reminiscent of The Princes of Florence.
- Challenging game of efficiency and resource management
- Usual playtime: 90 - 120 minutes
- New updated artwork and instructions
- Two to Six Players
- Suitable for ages 13 and up
Gameplay
The object of Power Grid is to supply the most cities with power. In this new edition, players mark pre-existing routes between cities for connection rights, and then vie against other players to purchase the power plants used to supply the power. However, as plants are purchased, newer more efficient plants become available so you’re potentially allowing others to access superior equipment merely by purchasing it all. Additionally, players must acquire the raw materials, like coal, oil, garbage, or uranium, to power said plants (except for the highly valuable ’renewable energy’ wind/solar plants), 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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Power Plant CardsPurchase power plants in the auction phase. Bidding against the other players to buy the plant you need. |
ResourcesBuy resources from the market to produce electricity in those power plants. With each power plant only storing the kind of resource it uses for production. |
City NetworkBuild a network of cities to supply with electricity from your power plants. The player who supplies the most cities with power wins the game! |
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This is a game for 2-6 players, best with 5-6 in my opinion. It will take about 2 hours for experienced players, maybe 3 hours with inexperienced players.
It is usually considered to be a medium/medium-heavy strategy game. However, unlike many others, it is actually very easy for new players to learn, because of the structure of the game.
The game is played in turns with 5 "Phases" in each turn. (1) Determine Turn Order, (2) Auction Power Plants, (3) Purchase Resources, (4) Build/Connect Cities, and (5) Bureaucracy. Yes, the game really has a stage called "bureaucracy," but this turn is just about earning money and setting everything up for the next turn of the game.
The game is also played in three "Steps," which can be thought of as stages, each with slightly different rules about buying power plants, restocking resources, and building connections.
The ease of learning and teaching is because there is a specific turn order for each turn, so in any phase, the players are generally acting one at a time (except in the auction, depending on the results). While there is down time, you can anticipate your opponents' moves, so you still have something to think about.
A very positive aspect of this game is that on almost phase of every turn, you will be able to do SOMETHING (unlike, say, Settlers of Catan) to progress. The strategic question is, what thing do you want to do? You are limited by your money, the plants available, and the resources. Also, the player in the "lead" (the one who has connected the most cities, or, if tied, the highest-valued power plant) suffers a penalty of expensive resources, poorer plant choices, and fewer connection options on the power grid (board). But not jumping ahead can sometimes mean something won't be available for you later!
The turn order mechanic keeps the game very balanced. There are some advanced tips for the endgame that may elude beginners, but for the most part, games tend to be very close. The winner is the player who powers the most cities in the final round (which has specific end game conditions), with a tiebreaker of money.
Admittedly, the game isn't for everyone. You do have to be willing to do basic arithmetic (counting/adding to no more than about 150), and there is a lot of strategy to consider. You cannot simply grind your opponents into dust, unless you are lucky and they are foolish; you will need to grind out every city and manage your bank account down to the last dollar (which is called an "Electro," actually, in this game).
NOT INCLUDED: The game also has 7 official map expansions, an expansion deck with 2 new game variants, and an expansion with "robot" players who enhance a 2 player game, but can be used in up to 5 player games. Because each robot has 6 different rules/abilities, there are 6^6 = 46,656 different combinations of robot possible! The nice thing about this game's expansions is that most of them are very cheap (under $15) and usually have 2 different scenarios, which is a fantastic value.
I'd give it 6 stars out of 5 if I could. I've been playing this every chance I get for over a year, and I still can't get enough of it. I've found other games I like since then, but nothing I liked this much. If you want a game with great, balanced mechanics, and just a little bit of opportunity for "Take That" (but not too much), then this is a must-have. It's the one strategy game I have seen people who play lighter fare look at and say, "Hey, that looks really interesting!" just by pulling out the board. And if they are willing to stick with it, it's a rewarding experience for all.
We would pay $60 for it by waiting on a sale or get it used. It's a lot of fun.
I don't want to spoil it for people. It's extremely re-playable and different every time. We developed our own house rules for it. It's really important to understand the end game conditions for victory or you can wander aimlessly looking for a strategy. You have to commit to your strategy early.
We really enjoy the early, mid and late game aspects. We love the auction part of it. This is really a lot of fun. Is it better than Settlers? It's different. Is it better than Puerto Rico? It's different. Any board game enthusiast will be glad they added to their shelf. It can be played with 2 people, but it's much more fun with 3 or more.
I'm not going to lie, it took me a bit of time to understand how all of the steps and phases worked with each other. Once I did, however, I really took a liking to the game. I'd recommend that newcomers find someone to play the game with who already knows how to play. If that isn't possible, set aside some extra time on your first night with your group because you will easily go over the average play time...at least the kids and I did. We clocked in at about three hours, but those three hours weren't boring at any point during our play experience.
There's a lot for a player to consider, giving this game a lot of depth. Players have to balance their Elecktros between the auctions, buying resources, and making connections as best they can. Having an abundance of cities with no power plants capable of powering them may be a problem, as would having a ton of power but not enough cities to pull ahead of the others who are quickly expanding their network. On top of all of that, the resource market is constantly changing, based on what power plants are being used by players. If everyone uses oil, for example, they'll quickly buy it all out or make it so expensive that it just wouldn't be worth using anymore. Players will be constantly changing and adapting to the decisions that everyone else is making. Not only that, but the limit of power plants one can have will force players to buy more efficient plants as they become available...replacing your oldest plant may not always be the best move however, depending on how the resource market looks and what your plants currently use to power your cities.
Vinnie (11) and Anthony (16) both enjoyed themselves. Vinnie received a crash course in auctioning and I took time out to explain how outbidding by absurd amounts would deplete his Elecktro supply to the point of not being able to do much else. He loved his wind powered plants so much that he grabbed up any that made its way to the current market. At one point, he had the ability to power thirteen cities but only had five connections, not having the Elecktro to build them. However, as he never had to purchase resources, he was building connections like mad toward the end of the game with his surplus Elecktro. Anthony had all uranium power plants and quickly saw that he was buying up more than the market was restocking, so he switched over at the end to the 50 power plant, gobbling it up and powering a ton of cities at no resource cost. I, on the other hand, was buying up coal and oil for cheap as no one else was using it. I was the leader for the majority of the game and took a balanced approach, buying one to two cities every round while buying upgrades (power plants) and resources only when needed. Once I reached a certain point, neither Vinnie or Anthony could stop me.
Overall, I highly recommend Power Grid. In my opinion, it's worth learning how to play, despite how overwhelming the gameplay mechanics can be at first. With the right coaching and a good amount of patience, younger kids like my eleven year old son can still have a blast powering cities and making connections. Excellent game!
The game can be pretty difficult to wrap your head around because of how many steps are involved with each turn and how many things there are to do in each step before you move to the next step. You will be consulting the rule book or at least the little rule cards every step of the way for the entire first game. A lot of times you will feel like you spend more time looking up rules than playing the game.
The two biggest failings of this game are 1) that gameplay takes forever, especially the first time, and 2) It is really complicated with tons of rules and lots of resources to manage. I think the first test game me and my wife played together just to get a feel for it took us about 4-5 hours to get through. We had to break it up into 2 nights and that meant getting out a sheet of paper and writing down everything. There are tons of resources to track the status of if you want to faithfully recreate a previous board state.
Once you manage to get past all the rules to the point where everyone has a pretty good grasp of them then gameplay isn't that bad. I can see a lot of less serious gamers with short attention spans getting bored and wanting to quit before that happens, though. I would say this isn't the kind of game that everybody can get into. People have to really commit to it on the same level as, say, Axis and Allies.
It doesn't really seem like there is tons of strategy involved either. You don't really get the feeling that if you play in a superior way then you will beat the opponents. The game fights so hard to hurt those doing the best that you are punished for even making smart plays and doing well.
Maybe there are strategic levels we just didn't find yet, but I think it will be a long time until we find them, because I just don't see us grabbing this one very often. When we are playing games usually we want them to be over much more quickly. We are parents with kids and stuff and we can't just block off tons of time to devote to something like this.
The rules being the way they are, though, everyone has a fighting chance all the way until the end of the game and even the worst players have a decent chance to win if they stick it out. In fact, opponents are often incentivized to help you because if you do better in the game then they aren't punished so much for being ahead of you. That kind of mechanic is better for playing with young kids, but I think it might turn off some strategy enthusiasts.
Anyway, I think it is a pretty good game for what it is as long as you understand what you are getting into before you buy it. I had a pretty good idea going into it and I have a long attention span so I did pretty well concentrating and focusing on the game long enough to get through it. Just make sure to do your research before you pick this one up. The above should be a pretty good start.
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I have played this game with 6th grade and up and everyone enjoys it. If you like board games this is a winner. I put off buying it too long.
It can be a bit tricky to see who is in the lead, which keeps everyone engaged and trying. In fact, it is usually the sneaky person in last place you have to watch the closest. The player turn order changes every round and as players progress in their strategy they realize that being last is actually a strategy that can help them win the game. (Compare the surprise to a close game of Settlers of Catan with a lot of Development cards bought. You think you know who is in the lead but in the last round someone can surprise you with victory points.)
Games can be pretty quick. Much, much quicker than a Monopoly or Risk, not even comparable, really. A better comparison would be ‘quicker than Settlers of Catan, but slower than Pandemic.’
Easy to learn, fairly fast to play, and unique from other board games I’ve played make this a definite winner.
The game is all about making money--lots of money--with electric power. How many cities can you supply power to? What are the best connection routes between cities? What power plants will you need and what raw materials will be best to acquire? Will they be sustainable? Power Grid is all about economics. So you want to power your cities with coal? You'd better watch out, because if everyone else does too, because that will drive up the price! This game is fiercely competitive and mathematical. You don't have to be a total nerd to enjoy it, but it certainly takes some thinking and concentration. I have been known to write all my purchasing calculations on a piece of paper to keep track of them all. The richer you are, the more money you need to manage!
If you want to play Power Grid, be prepared to dedicate a fair amount of time learning the rules. Although it is not as complex as some games (i.e. Race for the Galaxy or Axis & Allies), it has a fair amount of complexity. You should also be prepared for a longer game, as the full game can take more than 2 hours, even with just 2 players! Fortunately, there is a shorter version of the game, which takes about 45 minutes. This version is perfect for first-time players, or to fit a quick game into your day.
Power Grid has a lot of variety to offer. Each game is played on a different land mass in Europe or the United States, or even more countries with the expansion sets. This allows for variety in city connection strategies. The power plants themselves are quite diverse, ranging from nuclear to coal-powered plants. There are even solar-powered plants! The balance of resources each player chooses to fund their plants can make for very different games. For example, in some games, "green" plants are very popular, leaving resources like coal and oil dirt cheap. Other times, the resources that are usually cheapest (i.e. coal and oil) end up being the most expensive due to excessive demand. Your strategy must be flexible enough to take advantage of these unique situations.
Being a business major, I loved the economic principles at work in Power Grid. I would recommend the game to anyone who enjoys a strategic challenge. It may not be the best game for a party or social gathering, due to the length and complexity, but among people who enjoy mentally stimulating games, this is likely to be a great success. Get ready to power up!
** To read other reviews of games I like, please visit my blog. The URL is listed on my Amazon profile page.
We consider ourselves to be board game fanatics. As crazy as it sounds to our families, we love playing board games for hours on end. Sometimes I catch myself watching Dice Tower and Table Top videos on YouTube, which I highly recommend for reviews. This game now tops my charts in terms of competitive games. I'm somewhat partial to cooperative games, but this is a great competitive one.
With that in mind, more about the game. Power Grid forces you to make strategic choices about which power plants you'll buy at auction and which cities you'll build homes in, as space is limited. It forces you to anticipate the types of resources your friends will consume to power their homes so you can get oil, coal, garbage, or atomic energy on the cheap. Guess wrong and you'll all be competing for the same resources, thus driving up price due to the higher demand as supply dwindles. Guess/ plan right, and you'll be buying what should be expensive material for pennies while your friends compete for "cheap" materials at four times their original cost. Better yet, paying a high price at auction can get you "green" power, which costs no resources to produce power. Do you trade off high upfront costs for "free" energy? Or do you pay less for a cheaper power plant and pay the cost for resources each turn? Do you try to block off your friends from acquiring new cities, or pursue cities closer together to save money? Each turn is thrilling as you watch a miniature economy unfold before you. In the end, the winner is not the person with the most cities or the best power plants, it's the person who balances the number of cities with their ability to power them. Great game!
As with all of the Power Grid Universe, the instructions can be confusing and setup takes some extra time because it is a heavy game. But after you figure out the rules, the game is easily teachable and the mechanics of the game flow very easily. The game does play well with four or more players as the game requires market participation, so if you mainly play in two or three player games I recommend getting The Robots expansion as games with less players becomes a bit stagnant.
I like games that help teach a skill that can be used in life, and Power Grid does that. Bidding for power plants is a great way to get accustomed to negotiating with other players. The way the resources are controlled by amount and cost teaches management. And the building of the power network is a great tool for learning about costs and income. This is a great game where the mechanics are teachable life skills.
Dynamic player order - does a really good job at preventing the snowball effect. The person that is farthest behind gets a decent advantage in each other aspect of the game.
Auctioning of power plants - pretty standard auctioning system, but a fair amount of strategy involved, as the last person to go will essentially get their choice of power plant for the minimum cost.
Buying resources - AMAZING mechanic. A constant amount of resources are added to the supply each round and the cost of each resource goes down as more of it is available. This means you really have to plan ahead and be able to adapt if necessary.
Building phase and the map in general - Players pick regions at the start of the game which determines where the game will actually take place. This alone increases replayability, as you will have a different map to work with each game. In addition, the board is two sided (USA and Germany), and you can choose which side to play on. The building phase stays interesting though the game as more of the map opens up as you progress thru the steps.
The steps that the game progresses through really add a lot to the game as well. The first player to hit 7 cities triggers step 2, where all of the cities get another spot to build in, at a slightly higher cost. Step 3 is where the game really gets intense as the more powerful power plants come into the game and players race to the victory conditions.
It will probably take a while to play your first game. I had heard a lot of people complain about the amount of math they had to do in order to play the game, but it really isn't all that much. If a strategically deep game with great mechanics appeals to you, Power Grid is a great choice.
This game on the other hand has no element of luck that could be considered game changing, there are no dices which is a first in a strategy board game, also it gives losing players a fighting chance by allowing them to move first and get everything cheaper than from other players, the resorce market gives it all a lean strategic element, are you about to lose due to having less powerful power plants than your opponents? Well just buy all the resorces if they have none they cant power the cities and you win either way.
My most memorable memory is playing this game for 3 hours straight with my friends and on the last turn no one knowing who was going to win since it all looked like a stalemate, until one of my friends spent every single last electro (the currency of the game) purchasing all the oil in the game, perplexed we looked at the empty board and noticed the issue for the first time.
Its this type of things that make this such an interesting game, that and the fact that the board is double sided means you can play this game multiple times and have a radically different game each time.
I definetly recommend this game to all the people that have given board games a try and left them thinking they where all just about luck, this game definetly trumps other would be called strategy games.
I'd definitely put the game in the same category as Ticket to Ride - you're competing for the same spots on the board, trying to connect and power your cities. However the auction/bidding mechanic makes it far more interesting. You still get the player interaction and fun of cutting people off, but with a few added joys such as earning money to replace your plants with more efficient ones and buy resources. Also, compared to TTR this is much more expandable. Ticket to Ride charges full game prices for each variant (how many are there now?!) while Power Grid allows you to purchase new double-sided maps and cards for $10 each. This makes it a winner in my book.
Downside (yes, there is only one): The rules were unnecessarily confusing. I love games, yet for the first time I was tempted to give up on a game before finishing the rules. Too much confusion around the difference between Phases, Steps, Stages, etc of the game. This could be cleared up with better-written rules. I suggest checking game forums online for player-written rules before you start.
Bottom line - When you have 5 or 6 people and can't play an awesome four-player game, pull out Power Grid. Once people learn it, they'll love it.
Power Grid is a blend of other games like Ticket to Ride, Settlers of Catan, San Juan and Axis & Allies.
The goal is simple enough: power as many cities as you can. The complexity comes in strategically occupying cities and still having enough resources to power them.
The first person to enter a city pays the least and prevents others from entering the city until a later round. Capture too many cities, and you trigger a new round allowing another person into each of your cities. Capture too many cities at once, and you might not be able to power them (which gives you money to move to new cities and power them).
Cities that are close together (New York and Boston) are cheaper to move between, but tend to have more people vying for them. Cities that are far apart (Denver and Los Angeles) cost more money to move between so you may capture them at cheaper prices and have more access to uncaptured cities when movement gets tougher. But you'll spend more money moving around.
If other players are capturing cities, you can drive up the cost of options to power them (coal, oil, uranium, wind) so that others struggle to make money in that round.
The short story is that you can easily adapt a new strategy based on your limitations or other players strengths/weaknesses to keep the game competitive. Each time you play can be a unique experience.
I think Power Grid has a great balance of strategy and relatively straightforward gameplay. It's not TOO difficult to pick up the basic rules (especially if you're playing with someone who's played before), so people can play even if they're not especially into thinking hard. Also, there's enough random chance that the most experienced players don't always win. However, there's enough going on strategy-wise to keep real game buffs quite entertained!
Also, I'm fascinated by way this game reflects the "real world" in some ways. For instance, the price of raw materials is determined by supply and demand - i.e. if everyone wants coal, it will become more expensive and you can eventually run out. Also, there's a great moral dilemma about using alternative (wind) energy - it's more expensive to start with, but then it's free to produce energy, but eventually the total capacity just can't compare to fossil fuels. Of course it's still a game, but some aspects of it could be used as illustrations or even teaching tools.
My only minor gripe is with the maps - you're spread out around maps, and each player has to pay to "transfer" between cities on the map. However, these transfer costs are wildly unequal - players who start the game in map areas with expensive transfer costs are at a significant disadvantage compared to those who start in areas with cheap transfers. There's apparently no incentive to start in the "expensive" section; it's just a handicap. So we've arbitrarily capped transfer costs at 12 - anything under that you pay face value, but you never have to pay more than 12. This helps a great deal to even things out!
The game is incredibly well designed. The supply and demand engine of the resource market, the nuanced auction market, diminishing returns in the power network, everything blends together smoothly and works well without too much flipping back through the rulebook (which is short, concise, and well-written by the way). I will say that playing with a casual group, like I did, is probably better than playing with more hardcore gamers though. We played with hidden money and while everybody balanced their money to adhere to their plan of buying plants, resources, and networking cities nobody held the game up with AP trying to build the most efficient economic engine every turn. That method would probably win you more games at the cost of fun, especially for everyone else at the table.
All in all, amazingly well-designed game that I quite enjoyed despite my predilections for non-economic board games. I may look into playing others now, as long as it is with the right (read: more casual) group.
In this game, even if you made a mistake you don't fall too far behind and with the right strategy can even come back and win. This being the base game is a must have for the many fun expansions that are both reasonably priced and a lot of fun. With this game you must adjust your strategy based on what others do, there isn't just a go to strategy that will allow you to win every time.
It may feel as though it starts off a little slow, don't let that stop you, by the end of the game I find that most of the people are on the edge of their seat (or standing over the board), trying to figure out how they can pull off the win.
I highly recommend this game to anyone who enjoys longer games. It has a lower level of luck (which I like), but people rarely feel as though they don't stand a chance.
In short, I would say this is a must have game for anyone who enjoys longer strategy games!








