Economic

Power Grid: China/Korea

The 4th expansion for Power Grid, with boards for Korea and China.

The Korean board comes with two separate resource markets (North/South).

The Chinese board has rules for the planned economy in China - power plants come out in ascending order during step 1 and step 2.

Expands:

Power Grid

Keyflower

Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a "home" tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned.

In spring, summer and autumn, more workers will arrive on board the Keyflower and her sister boats, with some of these workers possessing skills in the working of the key resources of iron, stone and wood. In each of these seasons, village tiles are set out at random for auction. In the winter no new workers arrive and the players select the village tiles for auction from those they received at the beginning of the game. Each winter village tile offers VPs for certain combinations of resources, skills and workers. The player whose village and workers generate the most VPs wins the game.

Keyflower presents players with many different challenges and each game will be different due to the mix of village tiles that appear in that particular game. Throughout the game, players will need to be alert to the opportunities to best utilize their various resources, transport and upgrade capability, skills and workers.

Keyflower, a joint design between Richard Breese and Sebastian Bleasdale, is the seventh game in the "Key" series from R&D Games set in the medieval "Key" land.

Belfort

Welcome to the Tasty Minstrel universe! Put your Elves, Dwarves and Gnomes to work in the Village and Guilds of Belfort to collect resources and build up the city!

Elves collect wood from the forest while Dwarves collect stone from the quarry. An Elf and a Dwarf together can collect Metal from the mines, and either one can collect Gold. Build buildings in the five districts of the pentagonal city and hire Gnomes to run them to gain their special abilities.

Belfort is a worker placement game with area majority scoring in each district as well as for each type of worker. Buildings give you influence in the districts as well as income, but taxes increase based on your score so the winning players will have to pay more than those behind! Manage your resources and gold well, choose your buildings wisely, and help build the city of Belfort!

Upon a Salty Ocean

At the beginning of the 16th century, the city of Rouen is the main French port. The city's wealth depends on fishing and the trading of salted fish. Salt produced in the mines has to be loaded onto ships and used to preserve herring and cod fished in the Atlantic Ocean. Every week ships full of salt barrels leave Rouen for the fishing grounds of the Atlantic Ocean, and once back, the goods are sold in the city markets. The players represent city merchants, and they invest in ships and city buildings to try to get rich. Who will be the richest merchant of Rouen, when Francis I, King of France, comes to visit the City?

In Upon a Salty Ocean, players start the game with one caravel loaded with three salt barrels, a salt mine and 10-16 money. From this, they must build a shipping empire! The game lasts five turns, with each turn being divided into three phases.

In the event phase, players adjust prices on the market based on the current event tile, take into the account the weather and environmental conditions that will affect them the remainder of the round, and reveal the event tile for the subsequent round.

The action phase lasts a variable number of rounds depending on how many actions players want to take and can afford. Eight actions are available and they're divided into four types:

City: (1) buy a saline and (2) buy a building
Navigation: (1) travel to the ocean and fish and (2) travel to Rouen
Harbor: (1) build a ship and (2) move goods
Market: (1) sell to the market and (2) buy from the market

On a player's turn, he can take any one of the either actions or pass; the cost of an action is the number of times this type of action has been performed previously during this round. For example, the first use of a City action costs 0, while the next use (whether to buy a saline or a building) costs 1. A player who passes can take an action later in the same phase. The action phase ends once all players pass. A player can go into debt during a turn, paying one coin in interest when doing so; as long as the player is in the black once the action round ends (by selling to the market), no further payment is due.

In the turn end phase, players produce salt, may use special buildings, pay interest (if needed), reset the cost of the actions to zero, and so on. A player can have no more than 40 coins at the end of a turn unless he owns a banque, and the limit is 80 coins without owning Salle des Coffres. This limit is important as the player with the most coins after five rounds wins. Some buildings provide endgame bonuses to which the coin limit doesn't apply.

Merchant of Venus

Merchant of Venus uses many elements which come together to form a very interesting game. Players take on the roles of space traders who move their ships through interconnected systems discovering new alien worlds to trade with. As players start to make money delivering commodities in a unique supply-and-demand system, their earnings can be used to purchase better ships and equipment (shields, lasers, engines, etc...) and construct their own spaceports (which speed up trading) and factories (which create better commodities). Variations included in the rulebook allow for interplayer combat. The player who first acquires enough total value ($1000, $2000, $3000, $4000) in cash and port/factory deeds takes the day.

For the 2012 edition of Merchant of Venus from Fantasy Flight Games, the company promises that this revision "remains true to its magnificently campy core while updating the map and game components and expanding game play in surprising ways that will cause even the most hardcore fan to celebrate." That said, the player count has been lowered from six (in the Avalon Hill edition) to four, with the four races in the game being Human, Whynom, Qossuth, and Eeepeeep.