Pick-up and Deliver

Flash Point: Fire Rescue

The call comes in... "911, what is your emergency?" On the other end is a panicked response of "FIRE!" Moments later you don the protective suits that will keep you alive, gather your equipment and rush to the scene of a blazing inferno. The team has only seconds to assess the situation and devise a plan of attack – then you spring into action like the trained professionals that you are. You must face your fears, never give up, and above all else work as a team because the fire is raging, the building is threatening to collapse, and lives are in danger.

You must succeed. You are the brave men and women of fire rescue; people are depending on you. This is what you do every day.

Flash Point: Fire Rescue is a cooperative game of fire rescue.

There are two versions of game play in Flash Point, a basic game and expert game.
In both variants, players are attempting to rescue 7 of 10 victims from a raging building fire.
As the players attempt to rescue the victims, the fire spreads to other parts of the building, causing structural damage and possibly blocking off pathways through the building. Each turn a player may spend action points to try to extinguish fires, move through the building, move victims out of the building or perform various special actions such as moving emergency vehicles. If 4 victims perish in the blaze or the building collapses from taking too much structural damage, the players lose. Otherwise, the players win instantly when they rescue a 7th victim.

The expert variant included in the game adds thematic elements such as flash over, combustible materials, random setup, and variations on game difficulty from novice to heroic. The game includes a double sided board with two different building plans and several expansion maps are available.

Descent: Journeys in the Dark (2nd Edition): Lair of the Wyrm

Game description from the publisher:

Descent: Journeys in the Dark (Second Edition) - Lair of the Wyrm introduces five new quests that can be played individually or used to supplement a larger campaign. With inventive objectives like rescuing survivors from a burning inn and protecting valuable ore from a greedy ettin, the Quest Guide in Lair of the Wyrm delivers fresh new challenges to your adventures.

What's more, Lair of the Wyrm brings two new heroes to the fight against the forces of evil. Reynhart the Worthy is a fearless warrior whose prowess in combat means he rarely makes mistakes. He can reroll misses once per attack, helping to ensure that every strike is righteous and true. Meanwhile, High Mage Quellen is a master of body and mind, and is able to quickly recover from exertions that would devastate lesser men. Quellen has developed the ability to feed off the fatigue of those around him, gaining strength where his fellows fail.

But even as the heroes of Terrinoth gain new allies and tactics, their great enemy silently grows in sinister power. In addition to the Wyrm Queen herself, a fearsome Dragon Lord lieutenant seemingly formed from solidified flame, the Overlord gains two new monsters: mischievous and destructive Fire Imps, and flying Hybrid Sentinels...half-dragon monstrosities with a cruel penchant for preying on the weak. The Overlord's new advantages are not limited to his minions, however. His new available class, Punisher, specializes in making heroes pay for every inch they advance. With abilities like Trading Pains and Exploit Weakness, the Punisher class will make the hero players flinch with fear every time something seems to go their way.

Cinque Terre

The Cinque Terre are five coastal villages in the Liguria region of Italy known for their beauty, culture, food, and proximity to one another. Produce carts are commonly found in each village marketplace.

In Cinque Terre, a game of strategy, players compete to sell the most valuable produce in the five villages. Players act as farmers and operate a cart in which they will harvest produce and deliver them to the five villages to sell. Additionally, players will compete for Produce Order cards, which reward Lira points for selling desirable produce in specific villages. Players track sold produce in each village using their Fulfillment Cards. The winner is the player who gains the most Lire by selling valuable produce, gaining popularity in the villages, and fulfilling Produce Orders.

Game Set Up and Play

During setup in Cinque Terre, colored dice are randomly pulled from a cloth bag and rolled to establish the prices each village will pay for select produce. Each player also begins play with a private order only she can fulfill. Five public orders are turned up that all players can work on, though only the first player to fulfill each public order will score points for it. The Most Popular Vendor cards (1 for each village) are placed face up along one side of the board. The first player to fill an entire row with produce cubes for a particular village earns the Most Popular Vendor card for that village, which provides bonus points. Four Produce cards are turned face up and each player receives 4 to begin with along with a Fulfillment board and Produce Truck in their color.

On your turn, you can perform 3 actions in any order or combination you choose:

Take a Produce Card - either a faceup card or one from the deck.
Move your Produce Cart up four spaces clockwise around the board.
Harvest produce from the location your cart is currently at. Each produce cube you wish to harvest requires a matching card. Two identical cards can be used in place of any one other card. Your cart can hold up to 4 produce cubes at a time.
Deliver produce to a village. Unload the produce cubes you wish to deliver and place them in the appropriate spaces for that village on your fulfillment card.

At the end of your turn, if you complete a public order or achieve Most Popular Vendor, take the appropriate card, scoring the points indicated. You can only complete one public order per turn. When you complete a public order, you must draw a new card from the Order Deck. If you would like to keep that card as a private order, add it to your hand and draw another and place it face up to replace the public order just completed. If you do not wish to keep the card you drew as a private order, place it face up instead. Any private orders not fultilled by game end count as negative points against you.

Players take turns taking their 3 actions until one player has completed 5 public orders (Most Popular Vendor Cards also count as public orders for determining game end), then everyone gets one more turn, including the player who caused the game to end.

Alcatraz: The Scapegoat

Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand, the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat.

Alcatraz is a peculiar game because while it is cooperative in some aspects, with players needing to work together to complete tasks, the game has loads of negative interaction as one player will always be the scapegoat. You don't want to be that guy. You don't "go all in," you don't always keep your promises, and you don't do "what's best for the group." Instead, you do everything you can to become indispensable, and "everything" is literal here – even if it means stealing from, betraying, and blackmailing other players.

In order to escape from Alcatraz, the players need to complete six parts of a plan. Each part is a "pick-up and deliver" task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed, every player but the scapegoat moves a little closer to escaping, with the scapegoat being voted on each round by all the players – most likely the player who contributed the least to completing that particular task, but you never know. Thus, you could say that Alcatraz is a cooperative game – but with a twist.

The map of the prison constituting the play area is generated randomly each game, providing high replayability. Alcatraz is designed for 3-4 players, and due to its theme and complex gameplay is best suited for mature players.

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.