Economic

Manhattan Project

From the back of the box:

Global Power Struggle Begins
Which nation will take the lead and become world's dominant superpower?

The Manhattan Project makes you the leader of a great nation's atomic weapons program in a deadly race to build bigger and better bombs. You must assign your workers to multiple projects: building your bomb-making infrastructure, expending your military to protect it, or sending your spies to steal your rival's hard work!

You alone control your nation's destiny. You choose when to send out your workers–and when to call them back. Careful management and superior strategy will determine the winner of this struggle. So take charge and secure your nation's future!

Additional description:

The Manhattan Project is a low-luck, mostly open information efficiency game in which players compete to build and operate the most effective atomic bomb program. Players do not "nuke" each other, but conventional air strikes are allowed against facilities.

The game features worker placement with a twist; There are no rounds and no end-of-round administration. Players retrieve their workers when they choose to or are forced to (by running out).

An espionage action allows a player to activate and block an opponent's building, representing technology theft and sabotage.

Serenissima

Serenissima is the new Ystari edition of the 1996 game (Méditerranée in France). The rules have been updated and the game is more fluid.

In Serenissima players represent a merchant family during the Renaissance. Players attempt to balance the need of trading and open commerce versus the cut-throat economic piracy of the day. Players create a fleet of ships to purchase and move various commodities around the Mediterranean while also keeping well manned ships to attack and defend against other player's fleets.

(block of information submitted by user in comments not included in game entry)
Board
The maritime areas are bigger and there are fewer of them. Starting ports are different too: Alexandria is one of them in the new version.Resources and Trade
One of the resources has changed (marble replaces gems) and the ports produce different resources compared to the 1996 version. In the 1996 version, when buying goods from a port owned by another player, you had to bargain. It could be hard. Now, you just pay them 1 ducat, instead of paying the bank.
Wine is now special: one port with wine in its warehouse is worth more VP at the end of the game.

Game Flow (big point)
In the 1996 version, all the players used to bid for turn order. Then, they all played the phases according to this order: they loaded, built and bought, then they all moved their galleys, they fought and finally they took over free ports and made money.
There's no bidding anymore. Now, the galleys you build are numbered, and when it's the turn of one specific galley, its owner can perform their actions (load, move and fight, or build), before the next galley is the active one. If your galleys have successive numbers, you can play several times.
The little flags that used to be awkwardly fixed on the galleys are now useless, and the men have to be in the player's colour (instead of being a nice bunch of nice Sailor Smurfs).
This is a major difference, the game is radically altered.

Counts and Victory Points
There are several counts in the game, and not only one at the end of the game. What's more: another kind of count can bring players money if they have wine in their warehouse. All of that depends on the drawn cards at the end of a galleys' turn. The pace of the game may be altered by those cards, too.
There is no card in the 1996 version.
In this old version, the only way to have your port well valued at the end of the game was to have its warehouses full. It's now different too: a port with one good is better than one with none, but worse than one with two, etc.

Other Changes
There's a building more: basilic. It brings more VP.
Galleys are easier to build but the price is not the same.
Combat rules are very different, the fort has a different power. Dice are different too.
Port limits to recruit sailors are different.
2 and 3 players rules are different.
...and this list is all but exhaustive.

Power Grid: Northern Europe / United Kingdom & Ireland Expansion

Power Grid: Northern Europe/United Kingdom & Ireland is a pair of expansions for Power Grid that includes twelve new power plant cards exclusive for Northern Europe!

• Northern Europe: The seven countries in Northern Europe use very different energy sources for their electricity production. Depending on which regions are chosen the players will be confronted with a changed set of power plants.

• United Kingdom & Ireland: The players can operate two different networks on these two isles. With no direct connection between Ireland and Great Britain, starting the second network costs the player dearly. Additionally, this region changed from a resource exporter to an importer in a very short time, so »Step 3« starts earlier when playing on this map.

Power Grid: China/Korea

The 4th expansion for Power Grid, with boards for Korea and China.

The Korean board comes with two separate resource markets (North/South).

The Chinese board has rules for the planned economy in China - power plants come out in ascending order during step 1 and step 2.

Expands:

Power Grid

Keyflower

Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a "home" tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned.

In spring, summer and autumn, more workers will arrive on board the Keyflower and her sister boats, with some of these workers possessing skills in the working of the key resources of iron, stone and wood. In each of these seasons, village tiles are set out at random for auction. In the winter no new workers arrive and the players select the village tiles for auction from those they received at the beginning of the game. Each winter village tile offers VPs for certain combinations of resources, skills and workers. The player whose village and workers generate the most VPs wins the game.

Keyflower presents players with many different challenges and each game will be different due to the mix of village tiles that appear in that particular game. Throughout the game, players will need to be alert to the opportunities to best utilize their various resources, transport and upgrade capability, skills and workers.

Keyflower, a joint design between Richard Breese and Sebastian Bleasdale, is the seventh game in the "Key" series from R&D Games set in the medieval "Key" land.