Country: Italy

Murano

Murano the game is set in Murano the place, with Murano being a small group of seven islands near Venice that's well-known by tourists for its glassmaking. As in Venice, the islands of Murano are separated by canals, so gondolas and transportation are at the heart of this game.

The game board depicts the islands of Murano, with the islands being divided up into building sites and walkways. Surrounding the islands is a series of action spaces, with gondolas being present in some number of them at the start of play. On a turn, you move one of the gondolas in the direction of play to an empty space, then take the action shown there. You can't pass another gondola while moving or land in an occupied space, but for a coin you can move a gondola that's in front of the gondola you want to move, and you can pay to move multiple gondolas, if needed.

Some actions place shops on the islands, with shops coming in different types. You mark a shop to show ownership, and when tourists show up later, they will shop at various stores depending on their proximity and the goods they offer. You also need to take actions to move your personal gondolas to islands so that you can take actions there.

Why are you doing all of this activity? To score victory point cards in hand, and actions on the board will let you gain additional VP cards to give you direction to your actions or let you profit from what you've already done.

You can also use some of the buildings to create glassworks, and those glassworks come into play on the VP cards, through tourist sales, and via an action space shown at the bottom of the game board image that lets you sell different types of glass for money.

Inkognito

Game description from the publisher:

The goal of each agent in Inkognito is to complete a mission, together with his partner. At the beginning of the game, however, players don't know which mission they must fulfill!

In the standard four-player game, each player guides one of four secret agents. The four characters are allied in pairs: Lord Fiddlebottom and Colonel Bubble are always partnered against Agent X and Madame Zsa Zsa. Each of the four agents is represented by one of four different figures, with different builds: tall, short, fat, thin. Only one of them represents the actual character controlled by a player. The other three figures represent spies which are friendly to him and that are trying to confuse the opposition.

On a turn, a player shakes the Phantom of Prophecy randomizer to determine his three available actions, e.g., moving on a land route or a sea route. The player moves his figures, trying to reach spaces already occupied by the other players' figures or the Ambassador. When figures are in the same space, the current player gets the right to "ask questions" and inspect some of the cards of that player. By deduction and a logical process of elimination, he can draw conclusions as to the identity and intentions of the other players.

The first goal of every agent is to discover which of the other players is his partner. This partner has the other half of the "code" indicating his secret mission. After discovering (or thinking he has discovered) the real identity of the other players, an agent must trade his secret mission card with his ally. This will reveal the final mission and what must be done to complete it. If either agent on a team completes the mission, both he and his partner win the game.

There is another character with an important role in the game: the Ambassador. He can be used to get clearer information about the other characters. Everyone wants to meet him because he is well-informed and can be useful to accomplish your purposes, but he can also help your rivals, so do everything you can to keep him far from them.

The 2013 version of Inkognito from Ares Games raises the maximum player count to five by allowing someone to play the Ambassador and move it during his turn. He can still gather clues when the other players question the Ambassador during their turn, and the other players can still gather clues from him. The goal of the Ambassador's player is to know everything about the other characters, guessing their identities and builds. If the Ambassador achieves "perfect knowledge" before a team accomplishes its secret missions, he wins the game.

The Princes of Florence

In The Princes of Florence, players attract artists and scholars to their palace while trying to become the most prestigious family in Florence.

Over seven rounds, players attempt to score points in various ways, with most points being earned by playing profession cards to generate "work points", which can be exchanged for money or victory points. The game includes a variety of professions, such astronomers, organists, and architects; each profession is attracted to a particular combination of building, landscape feature, and social freedom, and players acquire these items via auctions. The more that a player can match these preferences, the more work points they earn — but the minimum requirement of work points increases each round, and you must meet that threshold in order to convert the work points.

Oltre Mare

Are you the best Merchant of Venice?
Sailing along the courses of ancient Venetians in Oltre Mare, the unknown lands of Barbaria. Looking for the most precious wares and the richest stocks; exchanging wares with other merchants, loading your ship and selling at the market; but at the same time trying to escape the ever-present pirates.... Oltre Mare - Merchants of Venice is an engaging voyage through the Mediterranean Sea, in the golden Age of Sail.

How to play:
On his or her turn, the player can trade Goods (corn, wine, spices, silk, etc.) for other Goods or for money (which also double as points) with fellow players. He or she then plays cards from his/her hand to perform certain actions that allow you to earn money, to draw cards, or to move your ship on the map (where you can obtain special powers). But there is also a dreadful Pirate action that you have to look out for! The cards played also represent the Goods that are loaded as cargo on your ship. The more cards of the same Good type shipped, the more money (and score) you will gain at the end of the game. The cards played will also influence the next turn, so choose your strategy well.

In order to win, you have to trade wisely, choose the right cards to perform the best actions, and maximize the profit from your ship's cargo!

The original version from Mind the Move is a small blue box. Rio Grande and Amigo released a bigger box version with a larger board in 2005.

Masters of Venice

From the back of the box:

Venice, the 1400's. You are a young merchant trying to make your name in this legendary port of vibrant commerce. Trade in spices, silks, gems, iron, and grain can bring great wealth... if you can bend the market to your will. Buy goods as they enter the city docks and sell them to the tradesmen who need them. Increase your profits by buying shares of the shops that use the goods in which you trade. Gain gold and prestige by fulfilling the orders of the Guild Hall craftsmen.

But Venice is a city of fickle demands and mercurial politics. Spend your ducats wisely and look for help from powerful people such as the Guildmaster, the Harbormaster, the Tax Collector... or perhaps a Thief. Even the humble Gondolieri have powerful connections in Venice. In the end, the most important thing to remember is the simple rule of commerce... buy low and sell high! Only those with the most gold and the highest prestige can truly become... Masters of Venice!