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Corporate America box art

Corporate America

Players

3-6

Time

90-120

Age

13+

Weight

2.17

Rating

7.23

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

The game Corporate America has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong interaction score.

Replay value

Corporate America has a high replayability score due to its high variability gameboard, strategic depth, and adaptability to different player counts. The presence of expansions and moderate easiness to learn further enhance the replay value of the game.

Luck profile

The final luck score for Corporate America is 7.67, indicating a low influence of luck in the game. Random elements have minimal impact, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

In Corporate America, a political satire game about corporate influence of government, players take the role of corporations that manipulate the population, government, and each other to maximize profits. Players keep their money secret until the end of the game, when the player with the most money wins. Each game turn progresses through four phases: • In the Wall Street Phase, players start businesses (like Trius and Oggle Search) which fall into various industries (like transportation, luxury, and technology). • In the Main Street Phase, players take turns playing consumer cards, which determine which businesses make money. Players can manipulate the population and can bribe each other to make sure their business products get consumed. • In the Campaign Trail Phase, a number of election issues are revealed and players get the opportunity to run for president. After players electioneer, players secretly bid on candidates to determine who will be the next president. After three bid rounds, whoever has raised the most money in the campaign wins the election. • In the Capitol Hill Phase, the new president is rewarded with an Executive Privilege card, which grants a special power, and can then pass legislation to impact businesses and the rules of the game. The president can keep campaign promises or blatantly break them for personal gain! The game ends after a set number of turns. Whoever has the most money at the end of the game wins!

Editions

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Credits

Designers

1
Teale Fristoe

Artists

3
Chrissy Fellmeth Slim Mittens Karen Siebald

Publishers

1
Nothing Sacred Games

Linked items

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