Industry / Manufacturing

Salton Sea

Salton Sea is a unique place located in California, very close to the border with Mexico. The characteristics of this salty lake make it a unique location to generate geothermal energy, which takes advantage of the heat from the planet. In this area of intense geothermal activity, you will drill the ground and extract brine which, once processed, allows us to obtain the valuable lithium and sell it as part of a modern industry, far from fossil fuels, that will allow you to lead the energy transition towards a completely renewable future.

Designed by David Bernal and illustrated by Amelia Sales, Salton Sea can be enjoyed alone or in groups of up to four players in sessions lasting about 120 minutes. During the game, players must manage their geothermal lithium extraction companies to obtain the greatest number of points. The extraction of this material and its subsequent processing will be the driving force of your companies.

On your turn, place one of your four engineers on one of the available spaces to take an action. There are three different groups of actions: industrial actions (which allow you to obtain an exploration license, drill, extract, process or repair machinery), commercial actions (sell, acquire contract and execute contract), and management actions (research, buy shares, develop the business project or finance itself). It is up to you to manage the engineers at each point of the game to get the most out of your company.

However, there is no single path to success. The game will reward you for exhausted land, executed contracts, short-term objectives, company development, or research advances. Will you master the power of the Salton Sea to create the most efficient geothermal company?

—description from the publisher

Curious Cargo

I stumbled upon a midnight market. It wasn't selling flowers or farm goods. It was a more curious sort of cargo: energy capacitors, strange crystalline material, and something green and jiggly. Since then, I've been dragged into it, deep into the thick of it.

I paid a stranger more than I should have for manufacturing plans I hardly understood. Worse yet, they sold the same stuff to my best friend. Now, I have to get my supply lines up and running to prepare for shipping my cargo — and if my friend starts shipping some of this curious cargo, I'll have to intercept their trucks and corner the market that way.

By hook or by crook, I'm going to be the king of curious cargo...

Curious Cargo is a two-player game in which you go head-to-head against your opponent by building up the infrastructure of your facility, calling in trucks at the right moment, all while perfectly timing the shipping and receiving of cargo to score the most points. Connect an interweaving web of lines to your shipping and receiving spaces. Play with two-color conveyor tiles, or step it up for an advanced experience and play with all three colors. Ship your custom-shaped cargo tokens to your opponent to interfere with their logistics plans!

The puzzling nature of Ryan Courtney's Pipeline comes alive in Curious Cargo! With six unique player boards for each player and two game modes, a skillful challenge awaits even the sharpest competitor.

Evacuation

"Hurry to the ship! Twelve houses from our town have already burned down!"

In Evacuation, life on our planet is being burned away thanks to increasingly intense sunlight, so everyone is trying to move all the people and factories in their territories from the "old" planet to a new one — and they have only four rounds in which to do so.

You start the game with a full functioning economy, and over the course of play, you must dismantle that economy and move it. Income on the old planet shrinks over time, and production probably won't be much better until you establish yourself on the new planet and kick things into action. Resources can't be mixed across the planets, so you need to take special care with your planning.

To do this, you choose actions from the player board, with the expert variant adding cards to your hand that allow you to choose additional actions and combine them. Each action has its own value, and the sum of these actions is important for an "end of the round" bonus. Additionally, players move their markers along the orbital track based on the value of their actions.

If you can raise production of three resources to level 8 and have three stadiums on the new planet, you win. Otherwise, players compare scores after four rounds. Evacuation includes modules to add new play options.

NOTE: A community FAQ is available here to provide some clarity on Frequently Misplayed Rules.

Shipyard (2nd Edition)

We’re in 19th century, sea transport is more and more important. Both corporations and naval forces require newer and newer ships. Try to put yourself in the role of their manufacturers. Hire employees, buy accessories, get favour of evaluating committees. Don’t forget to rent a canal and you can heave anchor.

Players take turns, beginning with a randomly selected player and continuing around the table clockwise. On their turn, they will choose one of the available actions from the Action Track. The action will get the player something they need to help build their ships. On the player's next turn, they will move that Action Card ahead of all the others and choose a different action.

If a player completes a ship on their turn (ships consists of little cards depicting bows, sterns, and (preferably several) middle pieces with several options to add equipment or crew), it is taken out for a shakedown cruise in a canal, during which they may score points for speed, crew, equipment, or safety.

As players take their turns, the line of Action Cards will advance around the Action Track. When the lead Action Card reaches the Starting Space again, the countdown marker moves down one space, and play continues.

The game ends when the countdown marker reaches the finish space. (It can also end early if the players run out of Ship Cards.) Bonus points are scored for Government Contracts, and the player with the most points wins.

The game lasts about 30 minutes per player.

—description from the publisher

Planet Unknown

Our planet has run out of resources, and we are forced to move. We have discovered a series of planets and sent our rovers to test their environment with the hope of colonization. Our rovers have confirmed 1-6 viable colonization options.

Planet Unknown is a competitive game for 1-6 players in which players attempt to develop the best planet. Each round, each player places one polyomino-shaped, dual-resource tile on their planet. Each resource represents the infrastructure needed to support life on the planet. Every tile placement is important to cover your planet efficiently and also to build up your planet's engine. After placing the tile, players do two actions associated with the two infrastructure types on the tile. Some tile placements trigger "meteors" that make all planets harder to develop and prevent them from scoring points in the meteor's row and column.

Planet Unknown innovates on the popular polyomino trend by allowing simultaneous, yet strategic turn-based play via the Lazy S.U.S.A.N. space station in the center of the table.

—description from the publisher