Electric vehicle mission-based board game.
Electric vehicle mission-based board game.
Charged Canada is an electric vehicle mission-based strategy game. You and your friends help build out electric vehicle charging stations and solar installations across Canada. In order to win, be the first to get to the victory point limit. When you build EV charging stations, and solar installations, you will earn a victory point for each. Completing specific mission card objectives is the main way to collect victory points.
Every player has a different set of objectives that are identified on mission cards at the beginning of the game. Every play through is different as the combination of mission cards that every player holds determine each player's focus for that game. Missions can include: traveling from specific cities, collecting resources, or building infrastructure across the country.
With your electric vehicle, you can drive anywhere in Canada, as long as there is a charging station on that tile. The pace of the game is slow at first while the board is bare and gains in momentum until someone wins.
Every play through requires a different strategy to complete your goals. This makes it easy for beginners to play as there is no preset strategy that can be used against them.
Hint: It's beneficial to help out your fellow players since it becomes a win-win situation.
This is a family-friendly game that does not pin players against each other, rather they have different roles in the expansion of the electric vehicle charging network across the nation. Charged is a game that is easy to play and learn with the chance for anyone to win. It is family friendly and inclusive to any player skill level.
Mission cards allow each player to earn more victory points by completing their mission. Every play through of Charged will be different, and while your missions will be different so will the other player's missions. The strategy of how they play will have to change in order to earn the most victory points.
The game board is where the buildings, charging stations, and solar installations are placed and the electric vehicles travel from city to city. It is the map of Canada with various cities and connected hex tiles cover the game board. A compass and build legend are integrated for quick reference.
The electric vehicle charging station is the main building in Charged. These allow any electric vehicle to travel to the tile where it is placed. Creation of a charging station on the game board is worth one victory point.
A fast charging station is similar to a regular charging station as they allow electric vehicles to travel across the game board. The use of a fast charging station allows for two electric vehicle movements.
Upgrading an existing charging station on the game board is worth a victory point. An electric vehicle charging station game piece is two-sided with the fast charging station on the opposite side.
A solar installation is a passive token that does not directly affect electric vehicle travel. The main purpose is to protect a charging station from any electrical surcharges or other electric grid problems. A well placed solar installation can provide extra resources when any player uses that tile. Creation of a solar installation on the game board is worth one victory point.
Victory point cards help to keep a running tally for all players to see.
When completed, mission cards allow specific goals to be rewarded with victory points. Mission goal rewards are weighted so that harder goals are worth a larger number if victory points. This is the same for goals that are harder to complete at the beginning of the game and become easier as the game progresses.
There are three types of mission cards: travel, collect, and build goals. Everyone drawns three mission cards at the beginning of the game before any game piece is placed on the board. Additional mission cards can be acquired through specific action cards to allow more chances to earn victory points.
There is only one travel mission for a specific city to city travel plan, though there are multiple for each city on the game board. Typically a player will start on the map at the beginning of a city to city travel goal.
Quick Tip: Even if you do not have a travel mission card, you can pretend that you have one so that other players try to guess where you are going.
Collection mission cards require the player to turn in the collected resources in order to complete their goal. This might seem as an obvious objective to look for in other players, but they could be trying to create their buildings.
Building mission cards have different sub categories which include: creating a specific number of a building type, owning the longest network of charging stations or most of a specific building type, and completing a specific region charging network.
There are multiple collecting and building mission card duplicates that can be active at any time. Once a specific charging network is completed, only the one who completes it can obtain the victory points and all other players can discard their duplicate mission.
Once a mission card is completed the earned victory points are collected and the mission can then be discarded and replaced.
Quick Tip: A good strategy starts with your mission cards and then trying to determine what the other players missions are. This way you can plan your turns accordingly whether you choose to cooperate on completing both your goals with another player or decide to thwart their efforts to get ahead.
Action cards are drawn at the beginning of every turn. The player has the option to use the action card during the current round or to hold onto the action card for another round. By holding the action card the player is left with an extra action card, which each player can play only one action card per round.
Action cards can be broken down into two categories: one where only that player is affected, and the other where every player is affected.
A common action card is to pick up a resource card from the deck. There are also action cards that allow you to create a charging station without the use of resources.
Some of the action cards affect all players. These include causing the utility stock market prices to crash, pay day for all solar installations, and a surge in electricity that causes each charging station to lose a resource.
Resource cards are drawn from the deck into your hand. The main way to gain resources is to use an action card to pick up a resource card.
Resource cards include electricity, money, land, and wrench.
To use another player's charging station, an electricity resource card is paid to the owner of that charging station. If it is a fast charging station on that tile then the player needs to pay double the electricity resource.
When any player lands on a solar installation the owner can draw a resource card from the deck.
Quick Tip: A well placed charging station can allow a quick collection of electricity resources as long as the other players use your charging station. There is a specific action card that allows a player to select a resource from any other player.
Risks and challenges
Shipping is the biggest challenge, from receiving the board game from the supplier and shipping it out to you, the backer. I have included a conservative time estimate for unforeseen delivery issues. It is possible to have further delivery delays which will be identified to all backers once they are known.
It is up to each backer to ensure that their address is current.
A fulfillment company is used to receive all products and send them out to all backers for all pledge levels.
- (30 days)