Economic

Puerto Rico

In Puerto Rico assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to the Europe or by constructing buildings.

Each player uses a separate small board with spaces for city buildings, plantations, and resources. Shared between the players are three ships, a trading house, and a supply of resources and doubloons.

The resource cycle of the game is that players grow crops which they exchange for points or doubloons. Doubloons can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists.

During each round, players take turns selecting a role card from those on the table (such as "Trader" or "Builder"). When a role is chosen, every player gets to take the action appropriate to that role. The player that selected the role also receives a small privilege for doing so - for example, choosing the "Builder" role allows all players to construct a building, but the player who chose the role may do so at a discount on that turn. Unused roles gain a doubloon bonus at the end of each turn, so the next player who chooses that role gets to keep any doubloon bonus associated with it. This encourages players to make use of all the roles throughout a typical course of a game.

Puerto Rico uses a variable phase order mechanic, where a "governor" token is passed clockwise to the next player at the conclusion of a turn. The player with the token begins the round by choosing a role and taking the first action.

Players earn victory points for owning buildings, for shipping goods, and for manned "large buildings." Each player's accumulated shipping chips are kept face down and come in denominations of one or five. This prevents other players from being able to determine the exact score of another player. Goods and doubloons are placed in clear view of other players and the totals of each can always be requested by a player. As the game enters its later stages, the unknown quantity of shipping tokens and its denominations require players to consider their options before choosing a role that can end the game.

Power Grid

Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence.

The object of Power Grid 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.

Power Grid FAQ:

Power Grid FAQ - Please read this before posting a rules question! Many questions are asked over and over in the forums... If you have a question about a specific expansion, please check the rules forum or FAQ for that particular expansion.

Le Havre

In Le Havre, a player’s turn consists of two parts: First, distribute newly supplied goods onto the offer spaces; then take an action. As an action, players may choose either to take all goods of one type from an offer space or to use one of the available buildings. Building actions allow players to upgrade goods, sell them or use them to build their own buildings and ships. Buildings are both an investment opportunity and a revenue stream, as players must pay an entry fee to use buildings that they do not own. Ships, on the other hand, are primarily used to provide the food that is needed to feed the workers.

After every seven turns, the round ends: players’ cattle and grain may multiply through a Harvest, and players must feed their workers. After a fixed number of rounds, each player may carry out one final action, and then the game ends. Players add the value of their buildings and ships to their cash reserves. The player who has amassed the largest fortune is the winner.

Le Havre was released by Lookout Games October 2008 in German and Australian English.

Age of Steam

Steam-belching iron horses roar across the wild plains! Age of Steam relives the era when pioneering U.S. railroads built the tracks that transformed America's economy. The cut-throat action is centered on the industrial powerhouses of the growing nation: Pittsburgh, Cincinnati, Chicago, and beyond.

Challenges that await you:

Can you finance both the most extensive track network and the most powerful locomotives?
Which routes will give the best returns on their costs?
Can you beat the opposition to the most lucrative shipments?
Will you make enough money to pay your aggressive creditors?

Competition is brutal, with the game usually going to the player who plans most carefully.

Each self-contained phase in the game keeps players constantly involved in making vital decisions and interacting with other players. Age of Steam also allows towns to be developed into cities, ensuring that no two games are exactly the same.

Shogun

Shogun is based on the Wallenstein (first edition) game system. The game is set in the Sengoku period (approx 1467-1573) which ends with the inception of the well-known Tokugawa Shogunate.

The game is an international edition with language-independent components and five language-dependent rule booklets.

Japan during the Sengoku or “Warring States” Period: each player assumes the role of a great Daimyo with all his troops. Each Daimyo has the same 10 possible actions to develop his kingdom and secure points. To do so he must deploy his armies with great skill. Each round, the players decide which of the actions are to be played out and in which of their provinces. If battle ensues between opposing armies, the unique Cubetower plays the leading role. The troops from both sides are thrown in together and the cubes that fall out at the bottom show who has won immediately. Owning provinces, temples, theaters, and castles means points when scores are tallied. Whichever Daimyo has the highest number of points after the second tally becomes – SHOGUN!

Re-implements:

Wallenstein (first edition)