Who told you that scientists are nice, harmless eccentrics?
In this expansion you'll find new technologies and new methods to your madness. Be ready for monstrous experiments, new use of Spies, and general scientific race frenzy. Hurrah!
- inventions with abilities that can be used repeatedly
- 10 twists that add investment zones to the game, which are new places to send Spies
- 3 twists that add new action cards to the game (develop, experiment, produce)
- a super spy trying to beat the mad scientists, a poor little orphan running from player to player, and more!
Base game required.
Contents:
20 new monstrous invention cards
25 even newer twist cards
3 role cards that move between players
turn countdown card and countdown token
42 action cards (7 each player)
rules and examples