•BUILD A HEADQUARTERS: What is a good electric company without state-of-the-art facilities such as a laboratory, works, office, and studio? Each option offers different bonuses and rewards to the enterprising player!
•RESPOND TO HISTORICAL EVENTS: Dipping into the rich treasure trove that was the 19th century War of Currents, 21 real-life events add variety and flavor to every play. Exciting opportunities to fight for! Catastrophic calamities to recover from! Woe is the unprepared electricity capitalist!
•EMPOWERING THE WOMEN: Seven historical ladies join the gentlemen to engage in the War of Currents. Important female entrepreneurs, engineers, and artists are now available to draft for each company. Plus, one of these luminaries, trailblazing philanthropist Madam C.J. Walker, becomes the sixth player!
•A solitaire robot challenges the solo player with dynamic play!
•1-6 Players | Ages 14+ | 60-120 Minutes Playing Time