I'm too lazy to read the Innovation rules. I want to learn to play though.
I can teach you how to play, if you're patient. But regardless, I don't think Innovation is a game for the lazy.
I would like to take you up on your offer. And, I wouldn't say I'm lazy. I just don't want to read the rulebook. I prefer learning by actually playing.
Innovation Rules Summary:Taking your turn:
You take two actions per turn, which can either consist of drawing an innovation, melding an innovation to its corresponding pile, invoking a visible dogma, or dominating an age (provided scoring and top card requirements are met). First person to gain the required number of achievements (six in a two-player game) wins immediately.
Invoking Dogma:
Every card except for the special achievements represents an innovation and has a group of icons on it, as well as one or more associated dogmas. If you invoke a dogma, any player with at least as many of its corresponding icon as you have will follow that dogma first. If you invoke a demand dogma (the ones that begin "I demand..."), you make that demand only of players that have fewer of the corresponding icon than you do.
Basic achievements:
In order to win a basic achievement (numbered one through nine), two conditions must be met. Your score pile must have at least 5x the number of points as that achievement, and at least one top card on the player's board must be that level or higher. If both of those conditions are met, the player may use one of their two actions to "dominate" that age.
Special achievements:
Not all of the achievements are numbered. Some (e.g. "world," "universe," "monument," et. al) have special conditions listed on them. Once those conditions are met, that special achievement is scored immeidately without requiring the use of an action. These special achievements also have corresponding innovations which may be used to score the special achievements via dogma.
Other win conditions:
Some dogmas set win conditions or end the game when invoked. If a dogma sets a win condition, whoever meets those conditions wins immediately (with influence score used as a tie-breaker). If a dogma ends the game without setting a win condition, the player with the most influence wins.
Trust me, folks, this is as simple as I can make it without quoting the rulebook verbatim. If this makes sense at all, give Innovation a try. If this all reads like Greek, the rulebook does a much better job of explaining the particulars than I can.