Worker Placement

Russian Railroads

In Russian Railroads, players compete in an exciting race to build the largest and most advanced railway network. In order to do so, the players appoint their workers to various important tasks.

The development of simple tracks will quickly bring the players to important places, while the modernization of their railway network will improve the efficiency of their machinery. Newer locomotives cover greater distances and factories churn out improved technology. Engineers, when used effectively, can be the extra boost that an empire needs to race past the competition.

There are many paths to victory: Who will ride into the future full steam ahead and who will be run off the rails? Whose empire will overcome the challenges ahead and emerge victorious?

Zong Shi

In a large town in medieval China, several talented artisans – Masters in their own right – aspire to become recognized as Zong Shi: the Grand Master craftsman. You are one of these master artisans and together with your apprentice, you are competing with the other Masters to attain this elevated status in the town. To succeed, you'll have to impress the townspeople with your skills. How shall you do it? Will you acquire a specialist's mastery over certain material, or will you enlarge your workshop? Will you create a large number of smaller projects or will you build fewer, but greater, masterworks? That is for you to decide.

Zong Shi blends worker placement, resource management, project completion and special action cards. To set up the game, lay out the project cards (eight types, each with a special power) and masterwork projects (only three at a time) on the game board; draw goods randomly for the two markets; lay out the exchange tiles in the pawn shop; and lay out a certain number of Scrolls of Fortune and material tiles. Players take turns drafting Scrolls (which have one-shot abilities) and materials (needed to complete projects), then the first round begins.

In each round, players take one action with their master or apprentice, then take one action with their other figure. The possible actions are:

Begin a project – Master only. Pay the material cost, then place the master on the time track in the space shown on the project.
Go to the market – Hang out and shoot the breeze until the next phase.
Go to the temple – Draw one Scroll (or more if your master is at the temple and donates material).
Go to the pawn shop – Choose an exchange tile in the shop and place the exchange tile on your player board. You may then swap one material shown on that tile for the other material on the tile.
Pay respectful visits – Visit a townsperson, donate materials of the right type equal to the visit tile you place there, then take the special action associated with that person this game.
Pass

Those in the market then take turns choosing materials located there. You can hold no more than five materials. Players then advance their master on the time track to represent work on the project. Refill materials in the market, pass the start marker, then begin a new round.

When a player completes his sixth project, players complete that round and one additional full round. Players tally points for completed projects, incomplete projects (which are penalized), number of townspeople visited, a full board of exchange tiles, completion of six projects and unused scrolls and material. The player with the most points wins.

Caverna: The Cave Farmers

Following along the same lines as its predecessor (Agricola), Caverna: The Cave Farmers is a worker-placement game at heart, with a focus on farming. In the game, you are the bearded leader of a small dwarf family that lives in a little cave in the mountains. You begin the game with a farmer and his spouse, and each member of the farming family represents an action that the player can take each turn. Together, you cultivate the forest in front of your cave and dig deeper into the mountain. You furnish the caves as dwellings for your offspring as well as working spaces for small enterprises.

It's up to you how much ore you want to mine. You will need it to forge weapons that allow you to go on expeditions to gain bonus items and actions. While digging through the mountain, you may come across water sources and find ore and ruby mines that help you increase your wealth. Right in front of your cave, you can increase your wealth even further with agriculture: You can cut down the forest to sow fields and fence in pastures to hold your animals. You can also expand your family while running your ever-growing farm. In the end, the player with the most efficiently developed home board wins.

You can also play the solo variant of this game to familiarize yourself with the 48 different furnishing tiles for your cave.

Caverna: The Cave Farmers, which has a playing time of roughly 30 minutes per player, is a complete redesign of Agricola that substitutes the card decks from the former game with a set of buildings while adding the ability to purchase weapons and send your farmers on quests to gain further resources. Designer Uwe Rosenberg says that the game includes parts of Agricola, but also has new ideas, especially the cave part of your game board, where you can build mines and search for rubies. The game also includes two new animals: dogs and donkeys.

Bremerhaven

Game description from the publisher:

Bremerhaven is a clearly structured but complex economic game about the famous harbor town in the north of Germany. Each player builds his own unique harbor and tries to reach the highest combination of money and prestige by the end of the game.

Each round, players are trying to get the most influence on the action fields they want to use. Since you place your influence cards face down, you have to watch closely what the other players might want to do. (You can even place more than one card on one spot.) The options are varied: Get a new ship with new goods into your harbor, close a new contract, change the values of the four different goods, improve your influence card-hand, expand your harbor, buy a new building, or simply rise in the nautical ranks to get more money. But you have to be careful: Every ship and every contract will stay in your harbor only for a short while. (The transporters and trains are waiting!) If you fail to coordinate the incoming and outgoing goods, you might have to pay penalty for not fulfilling a contract!

Bremerhaven ends after a defined number of rounds, and the rules include both a short version and solo rules. Visually the game will be in the vein of Le Havre.

Québec

Québec puts you at the head of a rich family who wants to leave its name in history by building Québec city. The game spans four centuries during which you erect the most prestigious buildings and places of the city. Construction is not enough: you also have to ensure your presence in the great spheres of power. It is up to you and your opponents to build Québec City in your colors!

A game takes place over four centuries. Each player plays on average 5 to 7 turns per century. On each turn, players choose one of these actions :

Start a new building with his architect
Complete part of a building
Send a worker to a zone of influence
Take a leader card

By contributing to the numerous buildings, players acquire influence with the authorities of the time : religion, politics, commerce and culture. Players also help build the famous Citadelle.

At the end of each century, there is a scoring round where players get victory points for the workers they managed to send in the 5 zones of influence. Québec introduces a unique and addictive majority rule. The player with the majority in a zone cascades half of his workers by moving them to the next zone. Workers moved in this way allow a player to score even more points. If a player still has the majority in the next zone, his workers cascade again – a potentially devastating ripple effect. This mechanism illustrates the interrelationship between the great zones of influence. Players must not only fight to get majorities, they must also erect the most prestigious buildings.

The game ends after the fourth century. Players then receive points for the buildings they completed. The player with the most points is declared the winner.