
- BGG rank
- BGG #75
- BGG rating
- 7.8
Power Grid
- 2–6 players
- 120 min
- Complexity 3.3/5
- 2004

2008
Rules assistance for Mégawatts
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Mégawatts is a board game released in 2008 for 2–6 players, 120 minutes per game, and ages 14 and up. It was designed by Friedemann Friese and its main mechanics are Auction / Bidding and Network and Route Building.
This is the new entry for the Filosofia printing of Power Grid. As the new game changes the map of the original, the two games should be regarded as separate entities. Mégawatts is the French release of the Friedemann Friese game Power Grid. The French edition is produced by Filosofia. As with Power Grid, the object of Mégawatts is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities. However, as plants are purchased, newer more efficient plants become available, so by merely purchasing you're potentially allowing others access to superior equipment. Additionally, players must acquire the raw materials (coal, oil, garbage and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes. It differs from Power Grid by the maps included. Where Power Grid has the USA/Germany maps, the French version by Filosofia has the Québec/France maps. The Québec map uses minor rules change that makes a bigger use of the renewable power plants to represent the regional reality of hydro-electricity. The ruleset includes the basic game, as in Power Grid plus the minor rule changes for the two maps included. Re-Implements: Power Grid Funkenschlag Expanded by: Power Grid: France/Italy Power Grid: Benelux/Central Europe Atolla Modulis (fan expansion for Funkenschlag) Power Grid: The New Power Plants – Set 1 Power Grid: China/Korea Power Grid: Flux Generator The expansions Power Grid: France/Italy, Power Grid: Benelux/Central Europe and Power Grid: China/Korea include new double-sided game boards. These change the game by not only changing the characteristics of the geography, but also by changing the rules for power plant availability, resource availability, tying plant ownership and/or resource availability and/or price to geographic regions on the map, etc. Incorporated into: Power Grid: Québec/Baden-Württemberg (the Quebec map)
Mégawatts supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Mégawatts is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Mégawatts for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Mégawatts has a complexity rating of 3.0 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Mégawatts belongs to these categories: Economic and Industry / Manufacturing. Its main mechanics are Auction / Bidding and Network and Route Building. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Mégawatts are: Friedemann Friese. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Mégawatts as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.