Economic

Cupcake Empire

Cupcakes are at the height of fashion in the city. It's the perfect time to expand your business. Even though at the moment you only have one small Bakery, the dedication and the level of creativity of your employees means that there are no limits to your ambition.Your task will be no piece of cake since your competitors share your same goals and they are not going to make it easy for you. Only those who work the most efficiently and effectively will manage to build their own cupcake empire.

Cupcake Empire is mainly a dice game. Your personal board represents your business and the dice your workers. In each of the columns of the board you can carry out one specific action; create new recipes for cupcakes, open new stores, serve customers, hire new workers, etc. On each turn you will have to decide which column you are going to activate, taking into account that the more dice there are and the more specialized they are, the more effective the action will be. Through these actions you will increase your level of sales and production, trying to get them to grow in equal measure since at the end of each of your turns your Income will increase by the amount indicated by the marker that is the furthest behind i.e. that has made the least progress.

Keyper

Keyper is a game with high player interaction for two to four players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter.

Each player starts the game with their own village board, a mini keyp board, 12 village tiles, a keyper (waving meeple) in their player color, and a team of eight multi-colored keyples, including two white keyples. Each differently colored keyple is a specialist in one activity: the brown keyper is a woodsman, the black keyple is a miner, the orange keyple a clay worker, etc. The white keyples are generalists who can represent any other color.

Keyper is a worker placement game. (Keyper is the eighth new title in the medieval Key series of games, with Keydom, the second in the series being widely recognized as the first of the worker placement genre of games.) What makes Keyper special is that when one player places a keyple on a country board, another player can join them with a matching colored keyple on the first player's turn to the benefit of both players. In this way, some players are likely to have played all their keyples before others. All keyples have the potential to work twice. If a player has played all of their keyples, but another player still has some, then on their turn, the player with no remaining keyples can lay down one or more keyples on the country board they have claimed or in their village board to secure additional resources or actions. It can therefore be doubly beneficial to co-operate with your fellow players, although Keyper is not a co-operative game in the usual sense of the term.

The country boards are also noteworthy, in that they can be manipulated and folded at the beginning of summer, autumn, and winter to show one of four different permutations of fields for that season. A player will chose the one to suit their strategy, often hoping that another player will complement their choice. Certain fields on the country boards are available only in certain seasons, e.g., raw materials can be upgraded to finished goods only in spring and summer, after which you can only convert using tiles in your own village. Gem mining occurs only in autumn and winter.

A player's strategy is likely to be influenced by which (seeded) spring country tiles they acquire and by the particular colored keyples they have available in the later seasons. Different combinations will encourage a player to develop their farm or village, help with their shipping or mining activities, and prepare for the seasonal fairs. Players constantly need to evaluate whether or not to join other players, when to claim a country board, whether to play on their own or another player's country board, when to use their own village, and whether to create a large or small team of keyples for the following season. The winner is the player to gain the most points, usually through pursuing at least a couple of the different strategies.

In addition to the theme and mechanisms, Keyper has similar traits to the earlier Key games: Game actions are positive and constructive, not destructive; player interaction is through the game mechanisms not direct, and like Keyflower, the previous game in the series, there is a lot of player interaction.

A special English-language Kickstarter edition of Keyper with "character" keyples and keypers will also be released.

Pursuit of Happiness

We all have one common desire: the desire for happiness. As we build our life, taking steps towards the pursuit of happiness, we come closer to the realization that happiness lies in the pursuit.

The Pursuit of Happiness is a game in which you take a character from birth and you live the life you always wanted. Using a worker-placement mechanism with time as your workers, you take on projects, you get jobs, you buy items, you establish relationships, you raise families. The possibilities are endless as you live the life you have always wanted.

How much will you be able to achieve in just one lifetime during The Pursuit of Happiness?

Barrage

In the dystopic 1930s, the industrial revolution pushed the exploitation of fossil-based resources to the limit, and now the only thing powerful enough to quench the thirst for power of the massive machines and of the unstoppable engineering progress is the unlimited hydroelectric energy provided by the rivers.

Barrage is a resource management strategic game in which players compete to build their majestic dams, raise them to increase their storing capacity, and deliver all the potential power through pressure tunnels connected to the energy turbines of their powerhouses.

Each player represents one of the four international companies who are gathering machinery, innovative patents and brilliant engineers to claim the best locations to collect and exploit the water of a contested Alpine region crossed by rivers.

Barrage includes two innovative and challenging mechanisms. First, the players must carefully plan their actions and handle their machinery, since both their action tokens and resources are stored on a Construction Wheel and will only be available after a full turn of the wheel. The better you manage your wheel, the earlier your resources and actions come back to you.

Second, the water flow on the rivers depicted on the board is a shared and contested resource. Players have to intercept and store as much of the water as they can, build dams (upstream dams are expensive but can block part of the water before it reaches the downstream dams), raise the dams to increase their capacity, and build long tunnels to channel the water to their powerhouses. Water is never consumed — its flow is just used to produce energy —, it is instead released back to the rivers, so you have to strategically place your dams to recover the water diverted by you and the other players.

Over five rounds, the players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to enhance their machinery to acquire new and more efficient construction actions and to build and activate special unique-effect buildings to forward their own developing strategy.

Welkin

You are dreaming about evading in the islands? To travel above the sky and further than the horizon? Be glad as you now are a celestial construction manager, architect of the sky! Collect animal and plant ressources, assemble them and add a little life spirit: congratulations! You just built an island in the sky!

The aim of the game is to win the most gold by crafting and selling those famous floating islands. Each turn, the players/architects can either select a new island creation contract, produce resources amongst the 5 existing types, or allocate these resources on their contracts to craft them. Players have limited spaces to store these contracts and resources, so they’ll have to juggle with their production line to complete their objectives in an optimized manner!

As soon as a contract is fulfilled, it is immediately sold and its creator receives gold depending on the resources used for its creation… but their value isn’t fixed and depends on the current market! Is it better to get one’s rewards immediately, or to manipulate the resources’ values for a greater reward later…?

Once there’s no more contracts available, the game ends. The architect who amassed the most gold will get their place amongst the stars!

-description from publisher