Negotiation

Saltlands

The Earth has dried out and civilization with it. Some of the survivors have managed to eke out a living on the Saltlands: plains left behind by a once great ocean. Adapting to their environment they use land sails with wheels on these flats. But the Apocalypse is not done with the Saltlands, from the west a storm of raiders, a terrifying Horde on gas guzzling machines approaches in search of their lost God. Only those among the first to escape have a chance!

In Saltlands, the first group of players to find and reach an exit point wins, leaving the rest to the Horde. There are no fixed teams, players can decide to co-operate or backstab each other as they see fit. Each player starts the game with a single captain but may increase his crew as the game progresses. Each crew member represents an extra life and an action each turn. Players move with their land sails according to the wind direction: being able to criss-cross slowly upwind or speed in the fastest direction, sailing on a broad reach. Each player can choose which group of raiders to move at the end of their turn until all raiders have moved. This allows players to help each other or force confrontation with the raiders. Players can fight the raiders and take their vehicles as an alternate mode of transport.

HMS Dolores

Eric M. Lang and Bruno Faidutti have joined forces to create the ultimate prisoner's dilemma game. Do you cooperate and risk getting outsmarted by a greedy player? Or do you compete and risk losing everything?

You are pirates who just looted a ship and must negotiate how to split the treasure. There are seven types of loot with values from 1 to 3. At the end of the game, you only score the treasure types you have the most and least of.

On each turn, open four new treasures: two in front of you and two in front of your neighbour. Simultaneously decide how to split them. Choices:

Peace (I want the 2 in front of me)
War (I want them all)
First pick (I want just one, pick first)

If both players choose peace, split the loot evenly. If both choose war, lose all treasure. If both choose first pick, lose all treasure.

The game continues until the Dawn Card is drawn. 15 minutes!

Princes of the Renaissance

Princes of the Renaissance is set in Renaissance Italy. Each player takes on the role of one of the minor Condottiere princes, such as the Gonzagas or d'Estes. Then there are the big five major cities: Venice, Milan, Florence, Rome, and Naples. These are not controlled by individual players, but players will gain 'interests' in them as the game progresses. Each city has six tiles, most of which represent a famous character such as Lucrezia Borgia or Lorenzo Medici. Each tile has its own special properties that are linked to the character on the tile. Thus Cesare Borgia will help you to become more treacherous, while a Venetian merchant will increase your income. These tiles are also worth victory points, depending on the status of the city at the end of the game.

A city's status will change as a result of war. When two cities fight, they will each need a Condottiere to fight for them. Players bid, using influence points, to decide who will represent each city. The outcome of the war will depend on a little luck and the size of each player's army. Each player also gets paid for fighting, no matter what the outcome of the war is. Thus players can turn influence into gold, which in turn can be used to buy more City tiles.

No game on the Italian Renaissance would be complete without an element of treachery. Players can be openly treacherous by buying Treachery tiles, which will allow them to do nasty things like steal influence, bribe troops, or knock players out of an auction. However, the game allows players to be devious in other ways, that still remain legal. Making sure that a war goes the way you want it to is an important part of the game, and it is not always the player with the best army who ends up fighting. Want a city to lose, well become Condottiere for them and make sure you have a really bad army, or use Treachery tiles to bribe your own troops not to fight. At some point some player will become the Pope, which means he can form a Holy League (i.e. join one side in a battle). Want to make sure the Pope is on the 'right' side, well why not bribe him? What players negotiate over is up to them. The game does not force negotiation and works perfectly well without it, but it remains an avenue for players to explore.

Game of Thrones: The Iron Throne

Description from the publisher:

In Game of Thrones: The Iron Throne, which uses the game systems from Cosmic Encounter, you and your friends each command one of the Great Houses of Westeros, pitting iconic characters against each other in epic battles and schemes. Negotiate, bluff, forge alliances, threaten your rivals — use every tool at your disposal to spread your influence, establish supremacy, and claim the ultimate prize: the Iron Throne!

In more detail, each turn centers around the resolution of an encounter between two players. These encounters can result in hostilities, startling conquests, and the spread of influence, or they can result in the formation of temporary alliances. And though only two players in any encounter will be the "active" players, your friends might offer you their support — or turn around and offer it to someone else.

The encounters of The Iron Throne resolve quickly, but they are full of opportunities for cunning strategy, devious intrigues, and brokered alliances. Each features a challenger and a defender, and after these players assign characters to resolve the encounter on the behalf of their Houses, other players may offer their support to either side. In this way, an encounter that starts as a contest between the Lannisters and the Starks may escalate and draw in the support of the Tyrells or other Houses.

However, there's more to the encounters of The Iron Throne than this initial jostling for power, even with all the alliances and betrayals it can entail. There are still schemes within schemes, and the bluffs, negotiations, and hidden information that color these encounters as the active players discuss the House cards they intend to play. Of course, there's a very good chance that one or both of them may be lying, but they can offer and even agree to a truce. Or they can bid cards from their hands, hoping to win hostilities with the higher total power.

In the event of a truce, the active players discuss what they may give each other in order to maintain the peace. In the event of hostilities, however, one side will win, and the other will suffer. You might seize influence or take hostages, or you may even have your characters put to the sword.

Win enough of these encounters, though — and find the right ones to lose — and you might find yourself in position to seize the Iron Throne. The goal of the game is to spread five of your influence to your opponents' House cards and take the crown for yourself.

Wild Animalopoly

WILD ANIMALOPOLY has all the fun of a traditional real estate trading game with some wild animal twists. Instead of buying property, players become Caretakers of animals. Instead of rent, players pay Meal Fees. A player collects 4 Elements - the land, water, food and clean air that all animals need to survive and trades them in for a Habitat where an animal can survive on its own. Flip over the Animal Certificates and you'll find several fun facts about each animal. Did you know a polar bear has coal-black skin? Or that a flamingo is pink because it eats shrimp? How about the fact that a giraffe hoof is the size of a large dinner plate? It's all fun and games until you land on HIDE FROM PREDATOR... then it's time to run to HIDING and you're out for 3 turns! So grab your token and advance to EXPLORE. Who knows? You may become the caretaker of a two ton rhino. Or you might get fleas! Whatever Happens... It's howling good fun! IT'S WILD!