Economic

RYU

In a galaxy far far away, there is a planetary system composed of a great big sun and nine minor planets, four of which have been developed as mercantile planets more or less under the control of politicians and guilds. On each of these planets are a merchant guild, a guild of smugglers, a bazaar and the galactic government, and players can take special actions on each of these planets.

In RYŪ, a game of negotiation, bluffing and cube-drafting, players each represent one of the other five planets in this star system, with each planet having a different type of humanoid – such as sharks, amazons and meka goblins – and its own unique influences. These planets are open to prospecting, and with the proper financing players will be able to dig the resources they need to build their own RYŪ, a mother ship composed of "Rare Metal", "Memory Stone", and "Amber Magic". Players will need to cooperate with one another to raise the necessary resources, but they must also work for themselves in order to maintain an advantage over other players. Once assembled, the RYŪ comes to life as a living spaceship, and its owner wins the game.

Probable update from game box on publisher website:

Several centuries ago, a celestial Leviathan cried on Titan, our planet. Its tears flooded our cities and our land. The people of the Dragons did their utmost to save as many of us as they could: Goblins, Shibuke, Reptilians, Sharks, and Amazons. The survivors of this deluge were brought to Dala, the highest mountain range of our celestial body, with its 9 majestic summits. Nine summits that soon became nine islands.

Prodigals Club

Welcome to The Prodigals Club! You and your fellows are proper Victorian gentlemen who have realized that the lower classes have more fun. Now you are in a friendly competition to see which of you can destroy his own social standing most thoroughly.

In The Prodigals Club, you compete in three separate competitions: trying to lose an election, trying to get rid of all your possessions, or trying to offend the most influential people in high society. You can play any two competitions in combination or play all three simultaneously. Each competition interacts with the other two. To win, you need to balance your strategy and play all the competitions well.

The Prodigals Club is thematically related to Vladimír Suchý's Last Will. You do not need Last Will to play as Prodigals stands alone; that said, the rulebook also explains how to combine the two games together should you desire to do so.

Tombouctou

In this game each player takes the role of a caravan leader. The number of camels within a caravan depends on he number of players. Each camel is loaded with a lot of goods, and the goal of the game is to carry all the goods from the starting position to the final oasis: Timbuktu.

However, during the course of this journey, the caravans stop at other oases. Once all camels arrive to an oasis- and the night comes- thieves attack the caravan, and steal different goods. While moving from one oasis to another, players receive different clues about the manner of the thefts. Each player has a different clue, and although clues are passed around, one player only, receives three of the total five clues. From the action of the other players – caravan leaders -, the clues have to be guessed and camels have to be relocated, in order to save all the goods from the thieves.

The next morning, the caravan continues it's way towards Timbuktu, and players are challenged with different clues again. The object of the game is to be the trader left with the most value in goods, when you reach Timbuktu.

Grand Austria Hotel

In the thick of the Viennese modern age, exquisite cafés are competing for customers. Inspiring artists, important politicians, and tourists from all over the world are populating Vienna and in need of a hotel room. This is your opportunity to turn your little café into a world famous hotel. Hire staff, fulfill the wishes of your guests, and gain the emperor's favor. Only then will your café become the Grand Austria Hotel.

The start player rolls the dice, sorting them by the rolled number and placing them on the corresponding action spaces. On a turn, a player chooses one of the six actions and carries it out. The number of the available dice in the corresponding action spaces determines how much the player gets from the action. They then remove one of the dice and can carry out additional actions. With the different actions, a player can get the necessary drinks and dishes, prepare the rooms, or hire staff.

But no hotel can grow without guests. To choose wisely which guests to attract and to complete their orders brings some important bonus actions. The staff cards also have different advantages, but the game ends after seven rounds and no player can do everything they want, so whoever makes the right decisions and finds the best way to create bonus actions will win.

With 116 different cards and a new set-up in each game, Grand Austria Hotel provides a huge replay value. Each game stands on its own and demands new tactics and strategies.

20th Century Limited

Become part of a U.S. National Institution of the early 20th Century, as you build the routes and reputation of The Most Famous Train in the World: the 20th Century Limited. You are American rail luminaries, creating small independent lines to serve local cities. Plying your business acumen, you plan to sell these lines to larger companies. Of course, you wouldn’t be where you are today without knowing a thing or two about turning tricky situations to your advantage: You have a scheme in mind to get the big companies what they need, without necessarily having, shall we say, exclusive ownership of it….

20th Century Limited condenses the history the American railroad into a sixty-minute game. Players take on the roles of the great railway robber barons as they set up small railroads, turn them into larger rail lines, then sell them off and start all over again. The spread of the North American rail system can happen on your game table in about an hour as the network develops in a fashion similar to the historical model.

The game possesses the simple route-building mechanisms that were used in Transamerica. The placement of pieces is easy to understand, and this simple feature is livened up by the Rail Line cards that dictate the placement of rail segments to recreate the various historical railways of America. The second piece of the puzzle are the Demand cards that serve as a pseudo pick-up-and-deliver system. Players are able to choose what path suits them in the game. You can go for the fulfillment of demands or you can try to build the great rail lines that shaped America. Everything from the Santa Fe to Boston & Maine and many other memorable lines are represented, including the game's namesake: the New York Central Railroad.