Industry / Manufacturing

Brass

In Brass the players represent industrialists in northern England during the hay-day of the industrial revolution. Each player needs to build an economic engine that surpasses the other by the time railways are established and the foreign markets have been saturated with English cotton.

The goal of the game is to have the most points at the end of the game. These are obtained in three ways:
1) Building industries and having them successfully utilized
2) Building canal or rail connections to cities that have many successfully utilized industries
3) money at the end of the game (very inefficient).

Game play is divided into two phases - the Canal Phase and the Rail Phase. At the beginning of each phase players are dealt a hand of cards that represent a mix of the cities and the available industries.

On his turn, a player has two actions (except first turn of the game where there is only one action) and must spend a card for each one. Available actions include:
1) building an industry
2) building a connection [either canals or rails based on phase of the game]
3) develop their own industries which removes lower victory point industries from a player's board in favor of higher victory point ones
4) sell cotton
5) take a loan (absolutely necessary a few times a game.

At the end of a player's turn they replace the two cards they played with two more from the deck. Turn order is determined by how much money a player spent on the previous turn - from lowest spent first to highest spent. This turn order mechanic opens some strategic options for players going later in the turn order allowing possibility of back-to-back turns.

After all the cards have been played the first time (deck size adjusted for number of players) the Canal phase ends and a scoring round commences. After scoring, all canals and all of the lowest level industries are removed for the game, new cards are dealt and the Rail Phase begins. Rail phase is identical to Canal Phase except players may now occupy more than one location in a city and a double connection build (though expensive) is possible. At the end of the Rail Phase there is another scoring round and a winner is crowned.

The use of the cards limit where you can build your industries but any card can be used for the develop, sell cotton or building connections actions. This leads to a strategic timing/storing of cards. Resources are common so that if one player builds a rail line (which requires coal) they have to use the coal from the nearest source which may be an opponent's coal mine which gets that coal mine closer to scoring (i.e. being utilized).

[Side Note]
Brass provides a game of timing and positioning yourself to have your opponents propel you victory. The rule book is notorious for being difficult to understand (though has been significantly fixed in the most recent edition). After a few turns the game reveals itself to being far more simple than the rules suggest. A teacher or viewing a how to play video is definitely worth the time.

High Frontier Expansion

From the publishers web site:

Expansion to the space exploration game HIGH FRONTIER, adds a fifth player (the UN), and adds an extension to the map that includes Jupiter, Saturn, main belt comets, centaurs, and Trojan asteroids. The expanded rules include slingshots, radiation belts, piracy, combat, solar flares, and space politics and governments. There are also 48 new patent cards, representing reactors, generators, and radiators. The expanded scenarios include alien invasions, the solitaire game, and two short games.

Comment: There are in fact 24 new cards, giving 48 additional patents.

High Frontier

In the near future, nanofacturing techniques will allow incredible new materials to be built atom by atom. But they can only be built in the zero-gravity and high-vacuum conditions in space. Various private and government enterprises race to establish a buckytube mechanosynthesis factory on a suitable carbonaceous asteroid. To do so, they accumulate tanks of water in orbiting fuel depots, to be used as rocket propellant. Also needed are remote-controlled robonauts to do the grunt work.

The key to success is water in LEO (low Earth orbit). At first, water will be expensively upported out of the deep gravity well of Earth. But for a third the fuel and energy, water can be supplied from Luna, the moons of Mars, or other nearby hydrated objects. Extracting resources at the work site is called In-Situ Resource Utilization (ISRU). Whoever develops ISRU technology able to glean water from space rather than Earth will gain the strategic high ground to make money through exoglobalization.

Now in its second edition. The second edition expansion (aka High Frontier Colonization) is now available for preorders with an expected publication in the summer of 2013. (this expansion is compatible with the 1st and 2nd editions).

Industry

In each round a different player is the auctioneer and auctions off, primarily, factories with a unique bidding mechanism. Factories bring points and produce raw materials. Building factories themselves cost money and raw materials. But they are in short supply, so you need to manage your resources well. Linked factories and other improvements bring in extra points at the end of the game.

Revision of Industria.

Shipyard

We’re in 19th century, sea transport is more and more important. Both corporations and naval forces require newer and newer ships. Try to put yourself in the role of their manufacturers. Hire employees, buy accessories, get favour of evaluating committees. Don’t forget to rent a canal and you can heave anchor.

Players take turns, beginning with a randomly selected player and continuing around the table clockwise. On their turn, they will choose one of the available actions from the Action Track. The action will get the player something they need to help build their ships. On the player's next turn, they will move that Action Card ahead of all the others and choose a different action.

If a player completes a ship on their turn (ships consists of little cards depicting bows, sterns, and (preferably several) middle pieces with several options to add equipment or crew), it is taken out for a shakedown cruise in a canal, during which they may score points for speed, crew, equipment, or safety.

As players take their turns, the line of Action Cards will advance around the Action Track. When the lead Action Card reaches the Starting Space again, the countdown marker moves down one space, and play continues.

The game ends when the countdown marker reaches the finish space. (It can also end early if the players run out of Ship Cards.) Bonus points are scored for Government Contracts, and the player with the most points wins.

The game lasts about 30 minutes per player.