Pick-up and Deliver

End of the Triumvirate

Players take on the role of one of three leaders in ancient Rome: Caesar, Pompeius, or Crassus. Each is seeking to dominate the others by various means. You could try a military victory by creating a massive land block... or perhaps a political victory by being elected as Consul twice... or perhaps you can win by sheer skill by raising your talents... Either way, a maximum of three players can participate in this sophomore release by Lookout games.

The turn play consist of 3 phases:
1: Supply phase - Each province supply gold or legion (based on the type of province)
2: Move Phase - The player move his Character to collect gold and move his Legions through out his province or invade province of his opponents
3: Action phase - can be used to do number of actions such as Persuade citizens, produce weapons or increase military or political competence.
The player turn end by moving the calendar stone one step down the track.

The game can be won by three different ways and ends immediately if one of the conditions is achieved:
Political victory: The player collects 6 citizens in his forum
Military Victory: The player conquers his 9th Province
Competence Victory: A player reaches VII on both Competence

Bremerhaven

Game description from the publisher:

Bremerhaven is a clearly structured but complex economic game about the famous harbor town in the north of Germany. Each player builds his own unique harbor and tries to reach the highest combination of money and prestige by the end of the game.

Each round, players are trying to get the most influence on the action fields they want to use. Since you place your influence cards face down, you have to watch closely what the other players might want to do. (You can even place more than one card on one spot.) The options are varied: Get a new ship with new goods into your harbor, close a new contract, change the values of the four different goods, improve your influence card-hand, expand your harbor, buy a new building, or simply rise in the nautical ranks to get more money. But you have to be careful: Every ship and every contract will stay in your harbor only for a short while. (The transporters and trains are waiting!) If you fail to coordinate the incoming and outgoing goods, you might have to pay penalty for not fulfilling a contract!

Bremerhaven ends after a defined number of rounds, and the rules include both a short version and solo rules. Visually the game will be in the vein of Le Havre.

Firefly: The Game

Players begin with a ship, and travel from planet to planet, hiring crew, purchasing ship upgrades, and picking up cargo to deliver (jobs) all in the form of cards. Some crew and cargo are illegal, and can be confiscated if your ship is boarded by an alliance vessel. Travelling from planet to planet requires turning over "full burn" cards, one for each space moved. Most do nothing, but you can also encounter an Alliance ship, have a breakdown, or even run into Reavers. Completing jobs gets you cash. First player to complete the story goals wins.

Game description from the publisher:

In Firefly: The Game – based on the popular Firefly television series created by Joss Whedon – players captain their own Firefly-class transport ship, traveling the 'Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job — so long as it pays. Double-dealing employers, heavy-handed Alliance patrols, and marauding Reavers are all in a day's work for a ship's captain at the edge of the 'Verse. Firefly: The Game is a high-end thematic tabletop boardgame from Gale Force Nine (GF9) and the first in a series of tabletop hobby board games and miniatures games from GF9 set in the Firefly Universe.

Caribbean

Description of the game play from co-designer Michail Antonow:

The board shows the Caribbean in the 18th century. Six pirate ships lie in wait on sea, ready to pillage the rich ports or to rob the booty from other ships.

The sea is divided into spaces. Each player is in possession of three safe havens, marked in his color on the board. If only two or three players are playing, the safe havens in the vacant color(s) are treated as normal sea spaces.

The aim of each player is to lure the pirates to deliver treasure crates to one of their own safe havens, and not to the safe havens of the opponents.

The pirate ships do not belong to any player. That is why the players must bribe the pirates each time they want a pirate ship to act on their behalf. And what is the greatest temptation for a Caribbean pirate? Rum of course, barrels full of rum!

In every round the players try anew their best to bribe the pirates. The player who has offered the most rum to a ship gets to move that ship as many spaces as the number of barrels shown on the bribing chip. An active ship can (a) rob a crate from a port or from another ship, (b) reach a crate over to another ship, (c) swap crates with another ship, and/or (d) deliver a crate into a safe haven.

The aim is to have the most doubloons at the end of the game.

Kings of Air and Steam

On the cusp of the twentieth century, America is the undisputed land of industry. Factories fire their machines twenty-four hours a day, and demand is skyrocketing in the cities. A small but fierce rivalry of shipping barons must manage their amazing airships and the extensive railroad system in order to get goods to the cities before the demand is met by someone else. Anyone who can't stay competitive will be left with nothing but dust in their coffers!

The process is simple: Factories produce the goods (machinery, textiles, chemicals, food, and luxuries) that are coveted by the city folk. Airships – forbidden from landing in the cities but capable of carrying cargo over great distances – must be used to gather those goods and deliver them to depots along the rail network. Trains then haul the goods to the cities that want them, earning cash for the competitor who gets there first! Will you be the "King of Air and Steam?"

Kings of Air and Steam spans five rounds, and at the beginning of each round, players plan their Airship flights using four of their movement cards. When everyone is ready, everyone reveals their first planned card. According to the turn order and movement limits of their cards, players move their Airships, then take an Action; Actions include Building Depots, Upgrading your Airship or Train, Shipping Goods by rail, and Soliciting Funds from the bank. When all players have acted, the second planned cards are revealed, and so on through the four planned cards until all players have finished carrying out their plans for the round. All the while, players must keep aware of the rising values of the different types of Goods and try to get the most-valuable Goods from the specialized factories that produce them to the cities that want them. At the end of the game, the player with the most money and the greatest shipping network will be declared King of Air and Steam!

Kings of Air and Steam includes seven teams of characters, each with unique powers to give them a competitive edge, and a modular game board that makes each game a different experience.