Route/Network Building

Power Grid: Russia & Japan

Two new expansion maps for Power Grid: Russia on one side and Japan on the other.

In Russia, the market for power plants is restricted. Additionally, the standard rules for exchanging out-of-date power plants are changed, forcing the leading players to completely rethink their strategies.

In Japan, based on the crowded geographical surroundings, the players can start two separate networks. The first connections are restricted to certain cities, guaranteeing a tough fight for the best networks.

Power Grid: Brazil/Spain & Portugal

Two new expansion maps for Power Grid: Brazil on one side and Spain & Portugal on the other.

In Brazil, power providers prefer biogas for the production of electricity. Thus, players should consider the garbage power plants as biogas-fired power plants and the garbage resources as biogas tanks when playing with the Brazil maps. The fight for scarce resources is intense and will keep the players focused during the game!

In Spain & Portugal, the interests of power production develop in two completely opposite directions: Uranium will be much more important than in other games, however not at the beginning. The resource market will not get any new uranium at all during »Step 1«, but the supplies of uranium increase rapidly in »Step 2«. On the other hand, and at the same time, three large wind-power plants come onto the market. This clash of interests is intended!

The expansion includes a "Collector's Box" - a standard sized Power Grid box with space for the other expansion maps that have been released up to 2009.

Power Grid: Benelux/Central Europe

Two new expansion maps for Power Grid: Benelux on one side and Central Europe on the other.

Along with the maps are small rule changes to reflect the power culture in these two countries. As the Benelux countries support ecological power, players may have greater opportunities to acquire such power plants. Also, oil is more available and coal less available in these countries. As Poland has large coal supplies, coal will be much more plentiful than elsewhere in Central Europe. However, due to political stands taken by some countries, players may be limited in their access to nuclear power. The result is not just new maps, but new ways to play this great game!

Description from the publisher's website.

Expands:

Power Grid

Catan: Star Trek

Star Trek: Catan takes two well-known media properties and merges them into, well, into something that is 95% The Settlers of Catan glossed with Trek tropes and spiced with a Trek-themed version of a mini-expansion previously only available in German.

In Star Trek: Catan, players start the game with two small Outposts at the intersection of three planets, with each planet supplying resources based on the result of a dice roll. Players collect and trade these resources – dilithium, tritanium, food, oxygen and water – in order to build Starships that connect regions in the galaxy, establish more Outposts and Starbases (upgraded Outposts) at new intersection points in order to increase resource acquisition, and acquire Development Cards that provide Victory Points (VPs) or special abilities.

On a dice roll of 7, a Klingon ship swoops in to prevent resource production on one planet while taxing spacegoers who hold too many resources.

Star Trek: Catan differs from the basic Settlers in one aspect: a set of Support Cards formerly available only in German as Catan Scenarios: Helpers of Catan. Each Support Card features a special ability and one of Kirk, Spock, McCoy, Sulu, Scott, Uhura, Chekov, Chapel, Rand, or Sarek. Some special abilities make basic actions better, such as reducing the costs of Starbase upgrades or allowing the player to trade a resource of their choice at 2:1 for a turn, while others break rules, such as protecting the player from discarding on a 7 or producing a resource when the player rolls a number that wouldn't otherwise produce for them. Players get a specific Support Card during setup based on turn order, with later players getting generally more useful abilities to compensate for early player advantage. When a player uses a Support Card ability for the first time, they may trade it in for a Support Card of their choice or keep it for a second use, but they may only trade immediately after use.

Catan: Junior

Explore the seas! Catan: Junior introduces a modified playing style of the classic Settlers of Catan, giving players as young as five a perfect introduction to the Catan series of games.

Catan: Junior takes place on a ring of islands where 2 to 4 players build hideouts and encounter the mysterious Spooky Island, where the Ghost Captain lives. Each island generates a specific resource: wood, goats, molasses or swords, and players can acquire gold. Each player starts with two pirate hideouts on different islands, and they can use the resources they acquire to build ships, hideouts or get help from Coco the Parrot. By building ships, they can expand their network; the more hideouts they build, the more resources they may receive. Just watch out for the dreaded Ghost Captain!

Be the first player to control seven pirate hideouts, and you win!

What sets this apart from the previous Die Siedler von Catan: Junior:

This game is playable with two as it comes with a two-player map.
The three- and four-player map is larger and is more symmetrical, so that two of the colors don't operate at a disadvantage.
The map now shows die faces rather than numbers for resource production.
Many of the event cards have been removed to make the game simpler.
There are no cards in the game only tiles for more durability.
There are no longer harbors in the game. In the original game you had to set up the board with random secret harbor tiles that allow for better trades with the bank. Now the trading to the bank is simpler and can be done from the beginning and doesn't require people to build to the harbors.
The resources are different.
There is a race for the Coco the Parrot tiles (rather than 'CoCo Helps' cards) and those that have the most get to put an extra piece on the board (one step closer to winning), tied players take their piece off the island and leave it vacated.
The market is now a part of the board, and can be traded into only once on your turn
By default, Trading with other players is excluded and only part of the "advanced game". In Die Siedler von Catan: Junior trading with other players could be excluded to simplify the game.

As in Die Siedler von Catan: Junior you can't chain ships, you must build a pirate lair before continuing on.

Reimplements:

Die Siedler von Catan: Junior