Action Point Allowance System

Coal Baron

Coal Baron – or Glück Auf in German, after a greeting German miners use when wishing one another luck – has players sending meeple miners underground to dig tunnels and acquire coal, which comes in four levels of quality and which is used to fulfill contracts.

The game lasts three rounds, and in each round players take turns placing their workers on action spaces; you can go on a space occupied by another player, but you need to place additional workers in order to do so. Each player has an individual elevator shaft, and he'll need to use workers to extract coal and bring it to the surface, while also competing for contracts and scrounging for cash in order to do everything else that needs to be done!

Ortus

As legendary warlords meeting in the fabled arena of Ortus to decide who is superior, both players command a band of handpicked warriors, all schooled in one of the prime elements. The Ortus arena is believed to be the origin of all things, the place where the prime elements were fed with the raw energies to shape the world as we know it. How true this is can be debated, but this is the only place where energy still flows freely in its purest form. Players must harvest these energies and channel them to their warriors as fast and unpredictable Wind warriors, clever positioning of supporting Fire warriors, and devastating blows from lethal Water warriors will all be necessary to claim victory.

Ortus takes place on a hexagonal board, with each player starting with eight warriors (two of each element) on the back row (the "Haven") in an order of their choice. Ortus is played in rounds, which each consist of four stages:

Collect energy: Each warrior on an energy well generates energy, which flows into the player's general pool.
Maneuver warriors: Players can spend 1 energy per hex to move warriors to better locations or attack opposing warriors.
Return the fallen: When the active player returns his fallen warriors to his Haven, his turn ends.
Defend: Energy remaining from the maneuver phase can be used to defend warriors against incoming attacks; more specifically, each attack has a certain power, and if the defender is unable or unwilling to pay energy equal to this power, the warrior falls.

When a player occupies five energy wells at the start of his turn or has removed all eight opposing warriors, he wins.

Ortus has a gentle learning curve, starting with the Basic game, which can be taught in around eight minutes. From there, players can introduce the special rules for each of the elemental warriors one at a time to learn the full Advanced game. Each warrior has two unique skills that differentiate it from the others. Being able to move all of your warriors on the board gives an enormous amount of tactical options. The excitement of the game lies in the careful planning of your attacks, knowing when to advance and when to withhold Energy as well as knowing whether to save or sacrifice your warriors.

Kanban: Automotive Revolution

"Kanban" — the Japanese word for billboard — is a term for the visual cues that might be used in a lean, efficient assembly line in order to expedite and smooth workflow. These signals get the workers what they need, where they need it, when they need it to create a just-in-time (JIT) production system.

The setting for the game Kanban: Automotive Revolution is an assembly line. The players are ambitious managers who are trying to impress the board of directors in order to achieve as high a position as possible in the company and secure their careers. With promotions come advantages at the factory, such as more space to store precious materials and greater prestige to accelerate your ascent. Through solid management, you must strive to shine next to your peers. You need to manage suppliers and supplies, improve automobile parts, innovate — anything to stay on the cutting edge, or getting your hands greasy on the assembly line in order to boost production. You must exercise wisdom in choosing which projects you should start, selecting only those that will give you the upper hand and shunning those that will bog you down or cause the unthinkable — failure — which would diminish you in the eyes of the board.

Over the course of the game, you persuade the board and the factory tender to help you develop and improve automobile parts. You make shrewd use of the outside suppliers and the limited factory supplies in order to appropriate needed part when the suppliers come up short. Because the factory must run at optimum efficiency, production doesn't wait for you or for mistakes.

Like the process itself, Kanban: Automotive Revolution proves to be both innovative and rewarding. Game mechanisms tightly tied to the automobile manufacturing theme include:

The factory manager is a game-driven non-player character with two modes of play ("nice" or "mean") to offer a friendly or more competitive gameplay environment.
Two independent player-influenced game timers — the factory production cycle and work week clock — provide timing tension to the game, trigger intermediate scoring phases, and factor into the game end conditions.
A simulation of the factory assembly line with spatial point-to-point movement adds an element to the game that requires optimal timing.
A design and innovation department, leveraged to manipulate the value of the various car models and component upgrades produced within the factory, drives the economy of the game.
Departmental training and certification tracks provide players a means to operate more efficiently.

If you want a seat on the board someday, you need to show that you can keep a complex machine running smoothly, efficiently, with everything happening just at the right time. Kanban: Automotive Revolution is a pure Eurogame focused on economics and resource management that puts you in the driver's seat of an entire production facility, racing for the highest level of promotion.

Doge Ship

Venice, five centuries ago – In order to celebrate the glory of Venice, the Doge, the maximum authority of the Republic, ordered the construction of a new state ship.

In The Doge Ship, the players play the role of the most skilled shipbuilders of Venice who are called by the Doge to cooperate on the construction of the new ship. Each player has to build parts of the Ship in order to earn victory points, but also Gondolas to get money, and Barriers for the protection of the shipyard and the city. The task is not easy: At the beginning of each round, the cost of the actions might change, as well as the demands of the Doge. When the construction of the ship is finished, only one will be the winner and will gain the favour of the Doge.

In this game players have to manage their five actions per round competing with other players on these available. Players can work on a part of the Doge Ship to gain VP, on Gondolas to make money, or on Barriers to protect Venice from High Water effects and save their shipyard. Manage money is fundamental as all materials costs something. The game ends when the Doge Ship is complete.

For The Win

Overview

For The Win is an abstract strategy game in which each player gets ten tiles, two of each character representing Monkeys, Zombies, Pirates, Aliens, and Ninjas. The objective is to connect five (or more) of one's tiles, including at least one of each type, together (sides and corners count). Additionally, all five (or more) tiles must be face-up, or unactivated. The game ends immediately when a player achieves this goal. Each character type has a specific ability to help you toward the objective.

Gameplay

Players take turns using either 1 or 2 actions within 5 action rounds. Once one player's actions are consumed for a round, the other player(s) get to use any of their remaining 5 actions at once. Judicious action management is key; if one budgets one's actions wisely, one can play several actions in a row for game-winning combinations. The available actions are as follows:

Add a tile to the Grid
Move one of one's tiles
Refresh or flip a tile face up
Shove a tile or column/row of tiles
Activate an ability (the chosen tile turns face down; see below)

Characters & abilities

Alien — The Alien uses her tractor beam to pull any tile in the Grid to a space that is adjacent to her.
Monkey — The mischievous Monkey uses a banana peel to flip over all of the tiles it is touching.
Ninja — The sneaky Ninja can move from his current spot to any other unoccupied space in the Grid.
Pirate — The Pirate uses his trusty cannon to blast an adjacent tile to any unoccupied space in the Grid.
Zombie — The Zombie can infect any adjacent tile. The infected tile is removed from the Grid and replaced with a Zombie tile that has not yet been added to the Grid. If all of the Zombie tiles have already been added to the Grid, the Zombie may choose one adjacent tile and deactivate it (that is, flip it face down).