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You run a tiny TV network trying to claw your way to the top of the ratings game. Pick up shows, sign stars, slot in ads, and balance trashy reality with prestige drama across five high-pressure seasons.
You run a tiny TV network trying to claw your way to the top of the ratings game. Pick up shows, sign stars, slot in ads, and balance trashy reality with prestige drama across five high-pressure seasons.
The Networks: Executives, a full expansion for The Networks, changes the gameplay in a few ways. First, the players all choose a Network Executive at the start of the game. Each Network Executive has their own advantages and drawbacks. Second, there is a new deck of Show Cards with a different mix of Genres. Each Genre now has an equal chance of appearing, unlike in the base game where Reality and Sports shows were less common. However, Sports Shows now have a higher upkeep, and Reality Shows don't get you as many Viewers on average as another Show with a bunch of Stars. Third, players no longer automatically get starting Public Access Shows, Stars, or Ads. Instead there is a starting "Pilot Season" draft in which players pick their starting TV shows. These starting Shows determine a player's starting resources, like Stars, Ads, and extra money. Fourth, you now get a Mogul Card when you get your first 5-Show Genre Bonus or your second 3-Show Genre Bonus. These Mogul Cards act like supercharged Network Cards, so they're worth picking up!
The 2018 printing of The Networks features a few tweaks to some Network Cards. This is a pack of replacement cards so players with an older edition of the game can enjoy the most-up-to-date cards! What cards are changed? Market Research New text: When Developing a Show, play to require 1 fewer Genre Icons for a Genre Bonus that turn. Get a Genre Bonus if eligible, but skip your next Genre Bonus. Daytime Soaps New text: After scoring Reruns, you may spend $1M to keep 1 Rerun from dropping into Archives. Discard and spend $1M at game end to score 1 Rerun during endgame scoring. Advertising Push New text: Get 3 Viewers for free, or spend $5M to get 10 Viewers. Flexible Schedule New text: Play during Show scoring to consider all Shows in your lineup as being in their preferred time slot this Season.
A mini-expansion for The Networks, consisting of cards unlocked by Kickstarter stretch goals. Contents: 7 new Season 4-5 Shows, 7 new Stars, 8 new Network Cards (2 copies of 4 cards), 2 new Ads, 6 blank Season 2-3 Shows, 1 blank Star, 1 sticker sheet with stickers for the turn order and score markers.
The Networks: Telly Time Expansion: Essentials: No. of players: 1-5 Playing time: 45-90 minutes Age: 13+ The Networks: Telly Time Expansion: - Rules of Play says: The Networks: Telly Time, an expansion for The Networks, features nine genres and a new "noughts-and-crosses" way to get a genre bonus, with the shows in this item likely to be familiar to those from the UK. Telly Time comes in a small tuckbox, which contains 59 cards and 35 small plastic chips. Most of the cards are new TV shows. 45 of the cards in Telly Time are brand new Shows. There are three new Genres represented: Chat Shows have a special power: the moment you Develop one, you may rotate all Stars and Ads in one of your timeslots (including the one the Chat Show is going in) to their good sides. Quiz Shows also have a special power: at the end of each Season, you may use any Quiz Shows active in your lineup to convert money into Viewers at a rate of $1M to 1 Viewer, up to $3M for 3 Viewers for each active Quiz Show in your lineup. Kids Shows have no special explicit powers, but tend to get you a lot of Viewers for their cost, and you can stuff them with Ads. But they only want to go on your earliest slot, with a big penalty if you put them on in the wrong time slot. Note that you must have The Networks base game in order to play Telly Time! The Networks: Telly Time is partially compatible with The Networks: On the Air. The designer doesn't recommend playing it with the Shows from On the Air, but it will work just fine with the Stars, Ads, and Network Cards from On the Air. The Networks: Telly Time is fully compatible with The Networks: Executives. Mogul Cards work the same way, except that you pick them up when you move the marker on your Genre-Bonus-O-Meter to the end.
A bunch of sweet wooden tokens that replace the bits from the base game! You get little televisions and remote controls for the turn order and score markers, a TV antenna for the Season Marker, and 20 clear plastic cubes.
Megacorp - more power, more choices and new ways to build your TV empire! The Networks: Megacorp Expansion takes the TV battle to the next level with new mechanics and added variety. The expansion introduces unique player powers, powerful moguls to recruit, and a new game mode - Telly Time - focused on British TV shows. With more strategic choices, new paths to victory, and thematic elements, each match becomes even more dynamic and unpredictable. Requires The Networks base game to play.
Megacorp bundles three previously released expansion modules into one box for The Networks: The Executives gives each player unique asymmetric powers, The Moguls lets you recruit legendary industry figures with game-altering abilities, and Telly Time adds a UK-market game mode with fresh genre tracks and extra time slots. Compatible with The Networks: Primetime edition only.
A mini-expansion for The Networks, to be played with the Networks: Executives extension. These are two additional Executives: Continuum, which has a time machine and can take extra turns (but causes anomalies in the process), and Gorilla, which can choose to go last in each turn (by getting extra money) or first in each turn (by sacrificing all the money or spectators it gets when it does Drop and Budget).
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