Economic

German Railways

Preußische Ostbahn is the second game in Winsome's Historic Railroads System and was initially released at Essen 2008 and was reprinted in January 2010. Queen Games is scheduled to release this game in July 2011 as "German Railways", which will be the first in their Iron Horse collection.
The Queen Games version will have considerably improved components, and the rules will not be modified from those of the original release.

Harry Wu's Preußische Ostbahn builds upon the system established in Chicago Express, and takes the game series to Germany, 1840-1870. Preußische Ostbahn (Prussian Eastern Railroad in English) introduces an innovative new Player Order mechanism to the system.
In addition, each Railroad now has a special characteristic, based upon its history:

Preußische Ostbahn - May build up to 4 track; 20 black track; Königsberg start.
Niederschlesische - No City Penalty; 17 brown track; Breslau start.
Sächsische - May build up to 2 track; 11 orange track; Leipzig start.
Bayerische - Track cost -1 per hex; 16 blue track; München start.
Main-Weser - Double one City Income; 14 yellow track; Kassel start.
Badische - One free rural track/build; 15 red track; Mannheim start.
Köln-Mindener - $5 maximum expediture/build; 12 purple track; Essen start.
Berlin-Hamburger - Must connect both to receive Dividends; 13 green track; Wittenberge start.

Navegador

This game is inspired by the Portuguese Age of Discoveries in the 15th-16th century. Players take actions such as contracting men, acquiring ships and buildings, sailing the seas, establishing colonies in discovered lands, trading goods on the market, and getting privileges.

Each player starts with only two ships and three workers and tries to expand his wealth.

There are several undiscovered lands that allow players, once discovered, to found some colonies there. Colonies exist in different places where sugar, gold and spices are available and can be sold to the market to make some money. Money is used to build ships, erect buildings such as factories, shipyards and churches, and to get workers. Workers are necessary to found colonies or to acquire buildings and privileges, which exist in five categories and therefore encourage players to follow different strategies competing with each other.

At the end of the game the player who is most successful in combining his privileges with his achievements (colonies, factories, discoveries, shipyards, and churches) is the winner.

Caylus

Once upon a time ...
1289. To strengthen the borders of the Kingdom of France, King Philip the Fair decided to have a new castle built. For the time being, Caylus is but a humble village, but soon, workers and craftsmen will be flocking by the cartload, attracted by the great prospects. Around the building site, a city is slowly rising up.

The players embody master builders. By building the King's castle and developing the city around it, they earn prestige points and gain the King's favor. When the castle is finished, the player who has earned the most prestige wins the game. The expansion Caylus Expansion: The Jeweller was included in the 2nd Edition.

Each turn, players pay to place their workers in various buildings in the village. These buildings allow players to gather resources or money, or to build or upgrade buildings with those resources. Players can also use their resources to help build the castle itself, earning points and favors from the king, which provide larger bonuses. Building a building provides some immediate points, and potentially income throughout the game, since players receive bonuses when others use their buildings. The buildings chosen by the players have a heavy impact on the course of the game, since they determine the actions that will be available to all the players.

As new buildings are built, they stretch along a road stretching away from the castle, and not all buildings can be used every turn. Players have some control over which buildings are active by paying to influence the movement of the Provost marker. The final position of the marker is the newest building that can be used that turn. The Provost marker also helps determine the movement of the Bailiff marker, which determines the end of the game. Generally, if players are building many buildings and the Provost is generous in allowing them to be used, the game ends more quickly.

Ice Cream

From the publisher, Face2Face Games:

I Scream, You Scream, We All Scream for Ice Cream! Nothing says summertime like a trip to the local ice cream stand. In Ice Cream, you have the chance to demonstrate your business skills by running an ice cream stand. You have just four days to bring in as many customers as you can - will you be the prince of pistachio, the countess of chocolate... or just a drip? Start Scooping!

Players receive a random ice cream card at the start of the game and every round. The ice cream card shows a carton of ice cream in one of six flavors. It can supply an unlimited amount of that flavor during a round. During the round, players take turns drawing an ice cream scoop card, placing it on an existing ice cream cone or starting a new cone. Once all the cones are made, players take turns serving cones, collecting the scoop cards from a cone that they can supply. They must be able to supply the flavors for all the scoop cards in the cone, except possibly the flavor for a single scoop card, which they would discard. If a player cannot serve a cone, they must draw another ice cream supply card instead.

At the end of a round, a player receives a point for each scoop card collected, as well as for excess ice cream supply cards. All scoops and all ice cream cards used to supply scoops are shuffled back into the deck and a new round begins. Whoever has the most points after four rounds wins.

This game includes rules in English, French, German, Swedish, Spanish, Japanese and Korean.

City of Iron

In City of Iron, 2-4 players compete to build up a small nation in a world of machines, magic, and money. Become the leader of one of four rival races: the industrious humans, the toad engineers, the scholarly Cresarians, or the clever hogmen.

Corner the market on goods like machine parts or bottled demons. Research steam-age technology and recruit mercenaries to control the continent. Build sea-going schooners or cloud-cutting airships to reach faraway lands and flying islands. Your cities have limited capacity, so you’ll have to decide what to keep and what to demolish when building advanced structures.

The future of a nation is in your hands. Build unbreakable foundations for an empire or disappear into the dusty pages of history.