
Academia: A Game of Administrative Bloat is an engine-building, action-management game about running a university that uses a unique action-selection mechanism.
Players are the boards of directors of their universities, choosing the big strategic initiatives from year to year. Each turn represents an academic year in which the player will choose one of four strategic focuses (actions) for their university. When selecting a focus, players choose one of the four offices at their university. Each ready staff member in that office works, triggering its effect. Each focus requires players to exhaust staff, meaning the game is about managing which staff are ready and when, and over the course of play players develop Ph.D. programs, raise endowments, use committees, hire staff, promote individuals, increase the size of the student body, and so on.
Every four years, students will graduate and affect their university's reputation: star athletes improve athletics reputation, high performers academic reputation, and so on. Players then admit new students, and begin again. After three cohorts of students have graduated, players score prestige from reputation, communications efforts, faculty committees, and size/popularity, then the most prestigious university wins.
—description from the designer
- Publisher: The Dietz Foundation
- Model: Academia: A Game of Administrative Bloat
Game Details
BGG Link: | BGG Link |
Game Categories: | Economic |
Game Mechanisms: | Action/Event | Variable Player Powers |
Game Family: | Admin: Upcoming Releases |
Game Designer(s): | Ian Pytlarz |
BGG Weight: | 4 |
BGG Weight Filter: | 4 to 5 |
Academia: A Game of Administrative Bloat is an engine-building, action-management game about running a university that uses a unique action-selection mechanism.
Players are the boards of directors of their universities, choosing the big strategic initiatives from year to year. Each turn represents an academic year in which the player will choose one of four strategic focuses (actions) for their university. When selecting a focus, players choose one of the four offices at their university. Each ready staff member in that office works, triggering its effect. Each focus requires players to exhaust staff, meaning the game is about managing which staff are ready and when, and over the course of play players develop Ph.D. programs, raise endowments, use committees, hire staff, promote individuals, increase the size of the student body, and so on.
Every four years, students will graduate and affect their university's reputation: star athletes improve athletics reputation, high performers academic reputation, and so on. Players then admit new students, and begin again. After three cohorts of students have graduated, players score prestige from reputation, communications efforts, faculty committees, and size/popularity, then the most prestigious university wins.
—description from the designer
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