Board Game
Tycoon: High-Tech 1991
By Sidhant Chand · Art by Chandrasekhar Poudyal, Trisha Bose
By the early 1990s, the global technology industry was changing fast; computing moved beyond machines into software, services, and global networks. Indian technocrats and entrepreneurs recognized that while hardware was limited, talent was not. Software could travel where machines could not, and disciplined execution could compete with scale. Working within constraints, they pushed for fewer controls and wider global access. With institutions like NASSCOM giving the industry structure and voice, Indian IT firms earned trust step by step and began to lead the IT industry in the world. In Tycoon: High-Tech 1991, players take on the role of engineers leading emerging technology companies based in key Indian cities, expanding their reach into global markets across APAC, EMEA, and North America. Players compete by bidding for major international projects, managing and training a growing workforce, and scaling their companies across the four pillars of high technology: Systems, Applications, Data, and Networks. The game ends with the Tech Expo, and players compete to win the most prestigious awards, to become - The Tycoon. —description from the designer
- Economic
- Industry / Manufacturing
- Area Majority / Influence
- Action / Event
- Variable Player Powers
- Auction / Bidding
- Increase Value of Unchosen Resources
- Loans
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