Economic

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.

Tzolk'in: The Mayan Calendar

Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.

During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up. 

The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...

Crude: The Oil Game

In Crude: The Oil Game, players take on the role of oil company CEOs, seeking to expand their companies into multi-national energy mega-corporations. Just as with real world energy companies, player will setup facilities for oil drilling, oil pumping, oil refining into gasoline, and gasoline selling to the consumer... all of which are represented by actual plastic pieces placed on the board! Players also speculate by buying and selling oil and gasoline barrels in both the domestic and foreign markets... again represented by actual plastic barrels in their playing area!

However, the changing economic climate, as well as sudden world news events, will challenge players to keep a long-term strategic view of the world energy markets. The first player to reach a corporation value of $750 million is the winner!

Crude: The Oil Game is not only a great simulation of the global oil markets, but with almost 300 plastic playing pieces, it is a sight to behold! Known as McMulti when it was printed in Europe almost 25 years ago, this great game is finally back in print after many years!

Brought back into print in 2012 by Stronghold Games, Crude: The Oil Game has been a highly sought-after ("Grail") game. This is an early Euro-style game – before Euro-style existed! – which accurately simulates the market forces and elements of the oil and gasoline markets at all levels of production, including oil drilling, oil pumping, oil and gasoline buying and selling in the domestic and foreign markets, oil refining, and finally gasoline selling to the consumer.

Agricola

Description from BoardgameNews

In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?

The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist.

Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14).
Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over.
Problem: Each action can be taken by one player each round, so it's important to do some things with high preference.
Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.