The New Science

The Scientific Revolution Comes to Life!

  • Worker placement meets tech tree
  • Play as famous scientists like Newton and Galileo
  • Thematic “happenings” make each game spicy and unique
  • Easily scales up and down between 2 and 5 players
  • Approachable for pre-teens, challenging for serious gamers

The board is the center of the action. On the left, player’s choose their actions each turn. The middle holds the tech tree, the focus of any good scientist’s attention. On the right are various tracks that indicate the status of things like turn order, player’s reputation in the community, and their prestige which is the way to achieve victory!

Intended For...

...gamers who like historical, easy-to-learn games with asymmetrical player positions. The New Science is a “Euro-style” game that offers crunchiness and just a little bit of “take that!” to capture the competitive world of scientific publishing. Winning The New Science requires thinking ahead. The game is centered around the scientific process of first researching, then experimenting on, and finally publishing about the important innovations of the 17th century. The order of operations, and stringing interrelated actions together is important if you hope to outrace your competitors. Ultimately your most important decisions are about publishing: do you publish something immediately for the prestige - thus allowing all other players to share that new knowledge - or delay publishing to gain newly unlocked knowledge that is more advanced? If you do that someone might sneak up behind you and publish your original idea out from under you!

This game is a ridiculous amount of fun. Our group has played it at least 6-7 times now, and it doesn't get old! […] The theme is such an integral part of the game that it really adds to the replayability. Excellent player interaction and the adjustments made to the playable areas of the board make it equally enjoyable with fewer players as it is with the maximum.


You are one of the five finest scientific minds of their time: Isaac Newton, the prodigy. Galileo Galilei, the visionary. Johannes Kepler, the stargazer. Gottfried Leibniz, the polymath. Athanasius Kircher, the prolific. Your goal is to be recognized and remembered as the finest scientific mind of your time. To achieve this you will need to be the first to publish on important innovations, as well as hobnob with well-connected people. It’s all about gaining prestige.

The New Science is a game of planning. Five different branches of science are represented, and there are limited innovations available to publish. Each innovation has a requirement for its research, experimentation, and finally publishing. Additionally, in order to publish, you must meet a minimum level of influence with the government, clergy, free enterprisers, or the rest of the scientific community. Along the way you might get distracted by some exciting happenings that offer great benefits or worrying threats. Through it all you’ve got to figure out how you can be the first to publish. In science, they who publish first, wins.

The Game has a wonderful design and feel out of the box, very artistic and suitable to the period. As someone that spent time in graduate school in the sciences, the race to research and publish new ideas is well captured in the design of the game. […] Looking forward to showing this to my children as soon as time allows.

Turn Overview

The number of turns in The New Science depends on how many people are playing. A two player game will take under an hour, whereas a five player game could take more than 90 minutes.

Players have three energies to spend each turn on one of the six available actions:

1. Rest. This action both allows you to move up in your turn order and to accumulate rest points which may be used to benefit future actions.

2. Happenings. Each turn one or two happenings cards (depending on the number of players) are available. The first player to use an energy on a happening takes it for their own.

3. Influence. In order to publish various innovations you are required to have a certain level of influence in one or more areas of society: government, clergy, enterprise, and science. Additionally, for each of these in which you have the most influence you get bonus prestige at the end of the game. Place an energy on an influence spot to claim the benefit.

The last three are discovery actions. These are the actions that lead up to and culminate with publishing on the various discoveries. They resolve left-to-right, top-to-bottom, making the order of operations crucially important.

4. Research. The first step toward publishing. Placing an energy on a research action allows you to place a discovery marker on the research area of a technology.

5. Experiment. The next step to publishing. Placing an energy on an experiment action lets you attempt to experiment on it which may or may not be successful. If it is, move your discovery marker from the research spot on the technology up to the experiment spot.

6. Publish. The path to prestige! Placing an energy on an experiment action lets you publish any technology you have already experimented on. Move your discovery marker to the publish spot on the technology and remove all other players’ discovery markers from it. Only one player can publish on each technology and gain the prestige!

Proceeding in turn order, players alternate placing one energy each until every player has placed them all. Then the actions are resolved, going from left-to-right then top-to-bottom. This continues until every technology is published or the happening cards are all used.


  • 54 happening cards
  • 6-sided die for attempting experiments
  • 15 energy markers (3 in each of 5 colors)
  • 50 discovery markers (10 in each of 5 colors)
  • 35 track markers (7 in each of 5 colors)
  • 5 scientist mats
  • Game board
  • Instructions