Variable Phase Order

Race for the Galaxy

In the card game Race for the Galaxy, players build galactic civilizations by playing game cards in front of them that represent worlds or technical and social developments. Some worlds allow players to produce goods, which can be consumed later to gain either card draws or victory points when the appropriate technologies are available to them. These are mainly provided by the developments and worlds that are not able to produce, but the fancier production worlds also give these bonuses.

At the beginning of each round, players each select, secretly and simultaneously, one of the seven roles which correspond to the phases in which the round progresses. By selecting a role, players activate that phase for this round, giving each player the opportunity to perform that phase's action. For example, if one player chooses the settle role, each player has the opportunity to settle one of the planets from their hand. The player who has chosen the role, however, gets a bonus that applies only to him. But bonuses may also be acquired through developments, so one must be aware when another player also takes advantage of his choice of role.

Pantheon

From BGG News (Eric Martin): "In Pantheon, players enact the comings and goings of various peoples in the Mediterranean: Egyptians, Romans, Iberians, Germans, etc. They accumulate as many raw materials as possible to build monuments to the gods, but the ways of the gods are unpredictable.

"On a turn, a player has a number of options. He can choose to travel with his people by using the big wooden footprint piece, then smaller footpints to mark their path and block other players. He can buy materials to worship the gods: dancers, farm produce, impressive temples, or prayers. He can use these offerings to take a god token, which may grant him special abilities as well as victory points. Finally, he may build monuments that are worth victory points at the end of the game. The game lasts six rounds with two scoring periods."

Masters of Venice

From the back of the box:

Venice, the 1400's. You are a young merchant trying to make your name in this legendary port of vibrant commerce. Trade in spices, silks, gems, iron, and grain can bring great wealth... if you can bend the market to your will. Buy goods as they enter the city docks and sell them to the tradesmen who need them. Increase your profits by buying shares of the shops that use the goods in which you trade. Gain gold and prestige by fulfilling the orders of the Guild Hall craftsmen.

But Venice is a city of fickle demands and mercurial politics. Spend your ducats wisely and look for help from powerful people such as the Guildmaster, the Harbormaster, the Tax Collector... or perhaps a Thief. Even the humble Gondolieri have powerful connections in Venice. In the end, the most important thing to remember is the simple rule of commerce... buy low and sell high! Only those with the most gold and the highest prestige can truly become... Masters of Venice!

Cuba: El Presidente

The expansion to be used by 'Cuba'. An additional game board, more and different ship cards, laws, buildings, new character cards to be used with the other characters, and a whole new phenomenon: Cuba - the Arrival of the President!
In their turn, players may take and play a character from the 'El Presidente' board: the worker, dancer, attorney, warden, revolutionary or musician. They all have different effects.
The worker puts your goods into the warehouse; all your goods are safe this turn. The revolutionary gives you one victory point, the musician two money. The player with the dancer card becomes immediately the new start player; the old rule for determining the new start player is no longer in effect.

With the attorney a player may use a building even when his supervisor is not on the row or column of this building, paying one money. The warden may change two adjacent ships in position. There are two mule cards being used when playing with less than five players; these cards cannot be chosen. When all players have chosen a card, the car of the president moves to the position of the remaining card; remember, there are six cards that each turn are shuffled and randomly placed.

Under each card on the board are symbols that come into effect when the car of the president stops there. The first makes all law proposals go into effect; the second makes it possible to move the supervisor anywhere on a player board in the next round. The next symbol also is in effect for the next round: it allows you to pay one money and overbuild a building with another; the difference in resources must be paid as well. One symbol makes the leading player to go back two points on the score track; another allows players to purchase market wares at discount prices. Players must now not only consider which role they would like to take, but also which position they likely want to be visited by the president.

There are 2 additional laws in each of the four categories, so that the game can now last up to 8 rounds instead of just 6.

Cuba

Game description from the publisher:

Cuba prior to the revolution: Under turbulent circumstances, the villages of the island strive for independent wealth and influence. Who can buy and sell his products and goods on the domestic market profitably or take in the most on the trading ships? Who can send the right delegate to parliament in order to influence the government legislative process, or erect distilleries, hotels and banks at the right moment to the benefit of his village?

Whoever has accumulated the most victory points in Cuba by the end of the game wins. Players earn victory points by shipping merchandise from the harbor, but also by erecting and using buildings, and by abiding by the law.