Negotiation

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).

Bootleggers

It's January 1921. Prohibition has been in effect for a year, and it looks like the 18th Amendment is here to stay. The problem, however, is that outlawing the "manufacture, sale, or transportation of intoxicating liquors" hasn't done anything to reduce the demand for booze! As a result, illegal stills dot the countryside and secret (or not-so-secret!) speakeasies are popping up all over in cities large and small. Local law enforcement may look the other way (especially if they're properly motivated) but Elliot Ness' G-Men are harder to convince. With this much money at stake, organized crime is sure to take an interest.

In Bootleggers, players take on the role of enterprising bosses seeking to make a name for themselves in the illegal alcohol trade at the height of the 1920's prohibition era. Deceit, lies, and alliances of convenience are the norm as players attempt to control distribution through money and corruption by muscling in on the competition, paying off the local law authorities, building underground speakeasies, and shipping trucks of "hooch"!

Tentative plans for the 2012 edition of Bootleggers include two double-influence cards, four blank cards, more cash, a revised rulebook, colored dice for each player, additional variants (including a two-player scenario), and improved trucks with easier-to-read numbering.

Simply Catan

From the SimplyFun website:

Exclusively Created for SimplyFun

Welcome to the unsettled Island of Catan. Using combinations of resources - wood, brick, wheat, wool and ore - players build, barter and trade in this family strategy game. The faster you build roads, settlements and cities, the more points you earn towards victory. Clever trading, lively negotiation, and the luck of the dice add to everyone's fun and enjoyment. Once you start playing you won't want to stop.

Simply Catan is based on the international, award winning classic game Settlers of Catan, which has sold over 12 million copies worldwide. Designed for beginning players, Simply Catan takes less than 5 minutes to set up and 30 minutes to play.

Also includes advanced play rules with variable game board and development cards.

Belongs to the Catan Series.

Dragon's Gold

In Dragon's Gold, each player controls a team of dragon hunters (two knights, a thief, and a wizard). Like all dragon hunters, they have only one goal: gold, silver, jewels and magic objects. As for actually killing a dragon? It's a piece of cake. But the most difficult part comes after the dragon is dead: the adventuring party has to figure out how to share the spoils.

As soon as a dragon is overpowered, then some additional gems are revealed, and the players who had participated in that hunting party start a negotiation over how to divvy up the gems. If the sixty-second sand timer runs out, then no one gets treasure. When all of the dragons have been slain and the treasure claimed or discarded, the game ends and players score for their holdings, with silver and magic objects worth 1 point each, gold worth 3, the Black Diamond worth 7, and the colored gems scoring 10-15 points for those players who hold more than everyone else. (In the Advanced game, the colored gems score 8-12 points in addition to a variety bonus of 5 points for each set of different colored gems a player holds. The Black Diamond is worth 19 points [in the 2011 edition], but negates a player's score for all colored gems.)

Resistance: Avalon

The Resistance: Avalon pits the forces of Good and Evil in a battle to control the future of civilization. Arthur represents the future of Britain, a promise of prosperity and honor, yet hidden among his brave warriors are Mordred's unscrupulous minions. These forces of evil are few in number but have knowledge of each other and remain hidden from all but one of Arthur's servants. Merlin alone knows the agents of evil, but he must speak of this only in riddles. If his true identity is discovered, all will be lost.

The Resistance: Avalon is a standalone game, and while The Resistance is not required to play, the games are compatible and can be combined.