Worker Placement

Tzolk'in: The Mayan Calendar

Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.

During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up. 

The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...

Il Vecchio

Il Vecchio is set in the 15th century, when Cosimo de Medici – also called "Il Vecchio" ("the Elder) – and his family ruled over Tuscany and its capital Florence. The players represent the heads of Florentine families trying to rise their families to power. To achieve this, they send out their family members to locations in Tuscany to perform various tasks, specifically to recruit followers (knights, assassins, abbots) and collect money as both are needed to take control of provinces in neighboring regions; controlled provinces provide power and a bonus action. Another task is to gain the favor of the squirearchy as these favors are indispensable when it comes to getting an official position in Florence, e.g., a seat on the town council to enhance actions in Tuscany, or a noble rank to gain power at the end of the game.

To complete these tasks, however, a proper middleman must be present at a location, and as these middlemen travel a lot, they are rarely met. That's why it is so important to have one's family members in the right place at the right time – to save on time and money while achieving one's goals.

At the beginning of the game, each player has four family members in Tuscany. Players take turns performing exactly one action. Before his action, a player may pay money to move one of his own family members to another location. The available actions are to:

Take a location-specific action in Tuscany. This requires both a middleman and one of your own standing (active) family members at that location. After the action, this family member is laid down (inactive).
Travel to another region and take over a province, which costs both followers and money.
Travel to Florence where you'll spend scrolls (and possibly money) to claim a city council or nobility tile.
Introduce a new family member to the board.
Raise all lying family members on the board.

The game ends when the "Power of the Medici" has faded, as indicated by a diminishing pile of crest tiles. Certain actions require you to remove such a tile, and the game ends when they're all gone. Players then sum their power points – earned for gained tiles and majorities in the regions and Florence – for a final scoring, and the player with the most power wins.

Agricola

Description from BoardgameNews

In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?

The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist.

Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14).
Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over.
Problem: Each action can be taken by one player each round, so it's important to do some things with high preference.
Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.

Ground Floor

The day has come. The paperwork is complete, the registration filed, and the business cards purchased – you're open for business! So now what? Where do you spend your time? Where do you spend your money? Which tasks are most important? What should take priority? Should you hire new employees? Or maybe invest in a marketing campaign? These are just some of the decisions facing you as a fresh entrepreneur who dreams of running a successful business. You must excel at balancing your time, money and staff because all are scarce and all are required to thrive.

So barter with your fellow colleagues, manage your staff, collect information, expand your office, or schedule your next product shipment. It's up to you – after all, it's your business. Of course, no matter which route you decide to take to reach that corner office at the top of the tallest skyscraper, you must start with everyone else...

...on the Ground Floor!

Over the course of the game, you will:

Convert your employees' time into info, money and results.
Adapt to changing economic conditions and brace for what's ahead.
Produce, promote and sell your goods in the marketplace.
Build your company brand through marketing campaigns.
Challenge other players' enterprises for success and prestige.
Grow your business and build your high-rise!

Neuland

Neuland is a game about logistics and planning. In the beginning of the game, the land lies undeveloped, a series of blank hexes representing mountains, forests, and grasslands. Players win by building and using prestige properties that allow them to place their family's coat-of-arms onto the board -- first to place all their coats of arms wins.

To use these buildings, though, requires the player have the correct raw materials. Swords and cloth, for example, or coins and paper. Each one of these materials needs even more basic materials, such as iron ore, coal, and so on backward toward the most basic elements such as food, wood, and stone.

To cull these materials from the land, one builds buildings -- a Stonecutter's Hut, Smelter, Coin Manufactury, and so on. Once on the board, buildings can be used by any player, not just the one who built them.

A player doesn't collect these resources for safekeeping as in The Settlers of Catan or Keythedral. Instead, resources claimed via buildings must be used up either in the player's current turn or his next one. If he doesn't, the resources spoil and are removed from the board.

Essentially, the challenge of the game is one of planning logistical supply chains which will allow one to process these resources most efficiently to build the prestige properties the fastest. Since it's a perfect information game, one can also see what one's opponents are scheming, and place workers to interrupt their supply chains, possibly causing their resources to spoil and making the player start from zero again.

Neuland's most interesting innovation is perhaps its Time Track Mechanism, in which players who take less actions in a turn will have turns more frequently, and can forward-plan in order to take a long turn of nearly twenty actions instead of the ordinary maximum of ten.

Neuland was originally published by Eggert-Spiele in 2004, and republished by Z-man in 2006 with some significant rules changes. A majority of BGG users seem to strongly prefer the original Eggert-Spiele rules. Also heavily recommended is the rules re-write file available for download here on BGG, for the one that comes with the 2nd edition is nearly incomprehensible.