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Nominated for "Best Analog Game" at the 2019-20 Alberta Design and Game Awards.

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A draft of the complete rules can be found here. [Images below are prototypes].

 

Play test on Steam/Table Top Simulator!

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After years of refinement, the City's Artificial Intelligence had finally achieved peak efficiency. Those fortunate to live within the AI's domain enjoyed a life almost entirely free from care. Citizens began harnessing the AI's powerful technology to transcend their material limitations, creating powerful implants to transform their bodies and minds into something more than human. But then, the Cataclysm. Those who survived beheld the City in ruins. The AI's memory has been wiped clean, its operations reduced to near randomness, making areas in the City that were safe one day, near impassable the next. Now, factions of mistrustful survivors have banded together to locate the emergency backup programs needed to restore the AI's memory. The faction best able to recode the AI to its specifications will take control of the City, and return their society to its Golden Age...

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Re//Generation medium-weight Euro-style strategy game combining worker placement, tile placement, and resource management. Players represent one of the City's surviving factions, scrambling to expand their workforce, activate powerful implants to upgrade this workforce, and obtain valuable programs that will enable them to recode the AI.

 

Each round, the start player will roll a number of dice to determine which districts of the City, and thus which actions, are safe enough to use, and where a new action space will open up. On their turn, a player may send out any number of their available workers to an action space in any combination of the three worker classes: Survivors (weakest), Androids (medium), and/or Bionics (strongest). The strongest worker class present will determine what benefit the player receives from the action space. But be careful, send out a workforce that is too weak, and you're liable to get bullied out of that action space by another player's workforce. There's always the peaceful option of sharing an action space by sending a workforce that matches the strength of a workforce already there, but such peace is always uneasy and fragile...

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The game features distinctive twists on familiar Euro-style mechanisms.Conventional worker placement is enhanced by a mechanism we're calling "auction selection." In auction selection, the class or type of worker used sets a "value" on a certain action space. In order for other players to occupy this space, they must use workers that meet or exceed the value of workers already placed, meaning that players must carefully manage and upgrade their workforce or risk being displaced by more powerful groups of workers. Hence, unlike conventional worker placement games, the quality of workers matters as much (or more!) as the quantity.

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2 - 4

12+

40-90

min.

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Features

  • Unique hexagonal puzzle + "auction" selection mechanism

  • Up-gradeable workers

  • Distinctive "linked" set collection

  • Game space evolves as you play

  • Direct and indirect player interaction

  • Short turns = low downtime

  • Streamlined Euro can be played in 90 mins or less

Overview Video

Prototype Images

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