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Quadropolis

Each player builds their own metropolis in Quadropolis (first announced as City Mania), but they're competing with one another for the shops, parks, public services and other structures to be placed in them.

The game lasts four rounds, and in each round players first lay out tiles for the appropriate round at random on a 5x5 grid. Each player has four architects numbered 1-4 and on a turn, a player places an architect next to a row or column in the grid, claims the tile that's as far in as the number of the architect placed (e.g., the fourth tile in for architect #4), places that tile in the appropriately numbered row or column on the player's 4x4 city board, then claims any resources associated with the tile (inhabitants or energy).

When a player takes a tile, a figure is placed in this now-empty space and the next player cannot place an architect in the same row or column where this tile was located. In addition, you can't place one architect on top of another, so each placement cuts off play options for you and everyone else later in the round. After all players have placed all four architects, the round ends, all remaining tiles are removed, and the tiles for the next round laid out.

After four rounds, the game ends. Players can move the inhabitants and energy among their tiles at any point during the game to see how to maximize their score. At game end, they then score for each of the six types of buildings depending on how well they build their city — as long as they have activated the buildings with inhabitants or energy as required:

Residential buildings score depending on their height
Shops score depending on how many customers they have
Public services score depending on the number of districts in your city that have them
Parks score depending on the number of residential buildings next to them
Harbors score based on the longest row or column of activated harbors in the city
Factories score based on the number of adjacent shops and harbors

Some buildings are worth victory points (VPs) on their own, and once players sum these values with what they've scored for each type of building in their city, whoever has the highest score wins.

Sanssouci

Your task in the tile-laying game Sanssouci is to create a flower garden for the world-famous Sanssouci Palace. Competing against up to three other landscape architects, you'll have your own garden layout game board on which you'll build rose gardens and vineyard terraces, labyrinths and fountains – but not just anywhere, mind you. No, the landscapers must meet certain building requirements, and unfortunately you won't always have at hand everything that you might need.

In game terms, each player has a personal garden that's divided into rows and columns; each row shows a color, while each column shows one of nine garden elements, such as the wells or a pavilion. Players start with one noble at the top of each column. A shared tile supply board has five rows – with colored spaces matching the colors on each player board – and two columns, which are unlabeled. At the start of the game, ten tiles are placed on this supply board; each tile depicts one of the nine garden elements.

Each turn, a player plays one of his two cards in hand, which determines the tile he can take from the supply, e.g. take a pavilion tile, take a tile from the red or gray spaces, etc. The player has only a single card that lets him take any tile – but if he plays a card showing a garden element that isn't present, then he can instead take any tile! The player must place this tile on his player board in the column that matches the image on the tile and the row that matches the color from which the tile was taken. If this space is already filled, he flips the tile to show the gardener on the other side, then places this tile on any free space in the same row or the same column. After placing the tile, he may move one of his nobles along a path of placed tiles as long as the noble ends up in the same column in which it started, but on a lower row. The player scores points equal to the row reached.

The player then refills the supply and draws a new card. The game ends after 18 rounds. Each player then receives bonus points for each completed row and column. Furthermore, each player has received two order cards at the start of the game, each of which shows one of the nine columns; each player receives bonus points for the row reached by the noble in that column. The player with the most points wins.

Trains and Stations

It is the height of the Steam Age and the whistle of the Iron Horse harkens the boom of small towns across the country into major hubs of transportation and economic growth.

In Trains and Stations, a new take on train games, players must make deliveries, develop buildings, and profit from their decisions while working with and against other players. Will you focus on establishing mining operations in an attempt to gain a monopoly on coal, silver, and gold? Or perhaps you will focus on laying tracks across the landscape and helping other players move their goods—taking your cut, of course. Every game will evolve differently with unique twists and turns as you control the movement of goods across the game map!

Between Two Cities

It is the early 1800s, a time of immense construction and urbanization. You are a world-renowned master city planner who has been asked to redesign two different cities. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with a partner with whom to discuss and execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive city in the world?

Between Two Cities is a partnership-driven tile-drafting game in which each tile represents part of a city: factory, shop, park, landmarks, etc. You work with the player on your left to design the heart of one city, and with the player on your right to design the heart of another city. On each turn you select two tiles from hand, reveal them, then work with your partners separately to place one of those tiles into each of your two cities before passing the remaining hand of tiles around the table.

At the end of the game, each city is scored for its livability. Your final score is the lower of the livability scores of the two cities you helped design. To win, you have to share your attention and your devotion between two cities. The player with the highest final score wins the game.

The game features play for 3-7 players in 20-25 minutes, a 2-player variant for head-to-head competition as well as a solo variant (Automa).

Penny Press

Set during the tumultuous 'yellow journalism' years at the end of the 19th century, Penny Press has players taking on the role of newspaper magnates such as Pulitzer and Hearst as they strive to become the dominant paper in old New York City.

Players move up on the circulation track throughout the game by publishing newspapers, and they are awarded bonuses at the end of the game for best covering the five news 'beats' or leading news categories of the day: War, Crime & Calamity, New York City, Politics, and the Human Condition.

To publish newspapers, players assign some or all of their five reporters to the popular stories of the day. When they're ready, players 'roll the presses' to claim those stories where their reporters have a majority and assemble them on their 'front page' player mat. The score of each press run is determined by the current values in each of the five news beats. Stories also have 'star' values, and the player with the most stars in each news beat gets that beat's endgame bonus.

The end of the game is triggered when one player publishes his fourth (in a two- or three-player game) or third (in a four- or five-player game) newspaper. The player who moved farthest along the circulation track is the winner of Penny Press.