Bangkok Klongs
Martin Schlegel; DLP Games; 2-4; 60
Tile placement and set collection game set amid the
floating markets of Bangkok.
Players place boats trying for the
best places. When a scoring round occurs filled up
squares can be scored. After scoring players have to
remove a boat back into stock, which
will be scored at the end of play.
[more]
Das Börsenspiel n-tv
Simon Haas; Huch! & friends; 2-4; 45 10+
"The Stock Market Game" was developed in conjunction with n-tv,
German news channel. Players buy and sell shares in four large
corporations which has great influence on prices, dividends and
trends.
[more]
Fürstenfeld
Friedemann Friese; 2F-Spiele; 2-5; 60
In 1516 you grow and supply food to local breweries in the hopes of
making enough to achieve your personal palace. The tricky
bits are that prices fall as supply of food increases, and
that the more work you do on your home, the less space you
have for growing. There are special buildings that
confer advantages and three types of products (water, barley
and hops). Also includes an expert version.
[more]
Grand Cru
Ulrich Blum; eggertspiele/Heidelberger Spieleverlag; 2-5; 90
Players acquire vineyards in five varieties, harvest grapes, make
the wine, age it and sell it. Each turn there is a wide variety of actions
to choose from including an EBay-like multi-multi auction for vineyards
and improvements, promoting a variety (increasing the market price of this
variety of wine), harvesting a single vineyard or selling all of one
variety from one barrel.
Although money is the final determinant of victory, there is a secondary
economy in which players earn prestige points for having sold the most
wine in a variety; these points are spent on one or more special abilities.
This is a very tactical affair in which any one player ends the round
for everyone by harvesting all his fields and
wins the game by paying off all his loans. Unfortunately the iconic
language on the improvements and special abilities is rather difficult.
[More Wine games]
[more]
Isla Dorada
Andrea Angiolino, Bruno Faidutti, Alan R. Moon, Pier Giorgio Paglia; Fantasy Flight/FunForge; 3-6; 90
A 1930s treasure hunting expedition crashes its zeppelin on an little
known island where there happen to be a great many treasures. Players
represent members of the exploratory party who always travel together.
They collect various kinds of cards – movements, actions, destinations,
curses, destinies, bonus or penalty – and try to build up the best
possible hand in order to decide where the party will go next and get
the most valuable cards out of the negotiations.
[more]
Key Market
David Brain; R&D Games; 2-4; 90
The latest in the Key series and the first not
designed by Richard Breese.
Each player controls a family of workers and tries
to build up their wealth. First they produce crops,
livestock and luxuries which they attempt to sell.
They may try to get workers into guilds to acquire
skills and become craftsmen.
[more]
Key West
Martin Schlegel; Spiele-Idee.de; 3-5; 60
In the Florida islands during Hemingway's time
players can pursue any of a number of ways of making
money: bridge shares, hotels, cigars, plantations
and deep sea diving for wrecks and treasure. A new
idea for simultaneous auction has the high bidder
pay the lowest, but only in the amount that the
lowest bid. Low also becomes the start player.
Activities are driven by an action board, the player
being able to choose up to four types from two
spaces per turn. Some activities depend on dice,
some on majority control and diving on luck and
memory.
[more]
Last of the Independents
Patrick Stevens; Numbskull Games; 2-6; 90
Automobile production and sales in the post-World
War II era, i.e. when cars had fins.
Players represent small independent
firms competing with the Big 3 as well as one
another. Each company has a different set of
strengths and weaknesses such as dealer support,
radio advertising, power, safety, interior styling,
exterior styling and four-door sedan availability.
Players must decide which market segment to go into.
There are also special cards "take that!"
that can alter the allocations.
Contested categories are resolved by means of
drawing from a bag. Cards can also be played to
affect trends as players seek to have the Car of the
Year more often than anyone else.
[more]
Master of Economy
Andrzej Kurek; Sinonis; 2-4; 120
Business game inspired by Imperial and
Puerto Rico
has players running corporations and using them to increase
the value of private property. By buying up shares on the
market they take over more corporations. There are no dice,
cards or random factors apart from what other players do.
Companies improve by building new factories. Shareholders
receive some share of a company's profits even if they
don't control it. Both players and companies have money
and not only players, but also corporations can hold shares
in other corporations. Auctions, negotiation and roles, as in
Puerto Rico
play large roles here.
[more]
Navegador
Mac Gerdts; PD-Verlag/Rio Grande; 2-5; 60-90
Rondel-style game and yet another of the many lately
inspired by the Portuguese 15th century discoveries. The
board shows stylized version most of the world between
Brazil and Japan, attractively resembling to some extent an
antique map. Each player begins with two ships and three
workers. Actions include hiring, buying ships, factories,
shipyards and churches, sailing (via area movement),
establishing colonies, trading goods on the market and
getting privileges (in five categories). Products include
sugar, gold and spices.
[more]
Show Business
Grzegorz Majewski; Sinonis; 2-5; 60-150
Players are
managers of music groups playing in one of five major musical styles:
rock, pop, rap/soul/R&B, jazz, or electronic.
Musicians (who play in up to two different styles)
must be recruited. A band can have as many as six members.
Dice determine what the current trends in style, lyrical
content, speed and volume are. Then it's necessary to record
songs, put on concerts and use special cards to change the
trends. There are cards to sabotage others.
Eventually each group's songs are ranked to gain
popularity points with the bottom five being thrown out.
Main mechanisms appear to be hand management and timing.
[more]
Toscana
Paul Laane; Aqua Games; 2-5; 30-60
Players take turns choosing from one of three options: planting plus
market manipulation, harvesting or buying/selling. Grapes come
in four types: red, white, rosé and champagne. Thematic
oddities: water must be purchased like a commodity; planting requires
spending red wine; manipulating the market either rosé or
champagne. The market availabilities seem destined to pretty much freeze
after a certain point.
[More Wine games]
[more]
Vinhos
Vital Lacerda; What's Your Game?; 2-4; 180
The designer confesses to being a
Die Macher
fan and this promises to be in that vein, covering every aspect of the
wine biz in Portugal with most of randomness being in what other
players do.
Choose varieties, cultivate vines, hire winemakers and attempt to sell products at the market. Made in Portugal, but containing no in game text to translate.
[More]
[More Wine games]
Society Games | Further Afield |