Tag: Economic

Economic games encourage players to produce, distribute, and trade various resources.

Artifacts, Inc.

New York, 1929: A frenzy of interest in antiquity is sweeping the nation! With museums hungry for mysterious and exotic artifacts — and you hungry for adventure — you start up your own archeology company. Untold wonders await within dangerous jungles, harsh deserts, and wind-swept mountains. Will you gain a reputation as the most intrepid and famous adventurer of all time?

In Artifacts, Inc., 2-4 players compete to grow the most famous archaeology company. Players roll dice, which represent their troop of adventurers, and place them on cards in order to find artifacts, sell them to museums, and purchase new cards representing their company assets. Players can choose to focus on making lots of money by selling artifacts, having museum majorities, creating the best combination of expeditions and buildings, or searching below the waves for lost cities and hidden treasures. The first player to reach 20 reputation triggers the end of the game, and the player with the most total reputation wins!

Altiplano 🟡

Altiplano is a bag-building game along the lines of Orléans, set in the South American highlands of the Andes (the “Altiplano”). The competition for limited resources is considerable, as it was in Orléans, but the greater focus in Altiplano is on building up your own production to be the best that it can be – or at least better than that of the other players!

The object of the game is for players to use their goods to produce more goods that will be worth points in the end. Each player starts with a unique role tile, giving them access to different goods and methods of production. Players have limited access to production at the start, but they can acquire additional production sites during the game that open up new options. The various types of goods — such as fish, alpaca, cacao, silver and corn — all have their own characteristics and places where they can be used. For example, silver can be sold for a high price at the market, fish can be exchanged for other goods at the harbor and alpaca can produce wool at the farm that can then be made into cloth.

Aside from building up an effective production, players must fulfill their orders at the right time, develop the road in good time and store their goods cleverly enough to fill their warehouses in the most valuable way. Often, a good warehouse keeper is more relevant in the end than the best producer.

Age of Innovation 🔴

Age of Innovation is a standalone game set in the world of Terra Mystica.

Twelve factions, each with unique characteristics, populate this world of varying terrains. Here you will compete to erect buildings and merge them into cities. Each game allows you to create new combinations of factions, homelands, and abilities so that each game isn’t the same as another.

You control one of these factions and will terraform the game map’s terrain into your homelands where you can erect your buildings. Proximity to other factions may limit your expansion, but it also gains you significant advantages in the game. This tension adds to the appeal of the Terra Mystica series.

Upgrade your buildings to gain valuable resources such as tools, scholars, money, and power. Build schools to advance in different sciences and collect books, which you can use to make innovations. Build your palace to gain a powerful new ability or build workshops, guilds, and universities to complete your culture.

Twilight Imperium: Fourth Edition

Twilight Imperium: Fourth Edition

Twilight Imperium: Fourth Edition

Twilight Imperium (Fourth Edition) is a game of galactic conquest in which three to six players take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining. Every faction offers a completely different play experience, from the wormhole-hopping Ghosts of Creuss to the Emirates of Hacan, masters of trade and economics. These seventeen races are offered many paths to victory, but only one may sit upon the throne of Mecatol Rex as the new masters of the galaxy.

No two games of Twilight Imperium are ever identical. At the start of each galactic age, the game board is uniquely and strategically constructed using 51 galaxy tiles that feature everything from lush new planets and supernovas to asteroid fields and gravity rifts. Players are dealt a hand of these tiles and take turns creating the galaxy around Mecatol Rex, the capital planet seated in the center of the board. An ion storm may block your race from progressing through the galaxy while a fortuitously placed gravity rift may protect you from your closest foes. The galaxy is yours to both craft and dominate.

A round of Twilight Imperium begins with players selecting one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these roles are selected, players take turns moving their fleets from system to system, claiming new planets for their empire, and engaging in warfare and trade with other factions. At the end of a turn, players gather in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways.

After every player has passed their turn, players move up the victory track by checking to see whether they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game, then gradually revealing them with every round. Every player also chooses between two random secret objectives at the start of the game, providing victory points achievable only by the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor’s home system. At the end of every turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives are revealed and more secret objectives are dealt out, giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points.

Game Mechanics:

  • Action Drafting
  • Civilization
  • Dice Rolling
  • Economic
  • Grid Movement
  • Negotiation
  • Racing
  • Trading
  • Wargame

Game Specifications:

  • 3 – 6 Players
  • 240 – 480 Minutes
  • Difficulty Weight 4.27

On Mars

On Mars

On Mars

Following the success of unmanned rover missions, the United Nations established the Department of Operations and Mars Exploration (D.O.M.E.). The first settlers arrived on Mars in the year 2037 and in the decades after establishment Mars Base Camp, private exploration companies began work on the creation of a self-sustaining colony. As chief astronaut for one of these enterprises, you want to be a pioneer in the development of the biggest, most advanced colony on Mars by achieving both D.O.M.E. mission goals as well as your company’s private agenda.

In the beginning, you will be dependent on supplies from Earth and will have to travel often between the Mars Space Station and the planet’s surface. As the colony expands over time, you will shift your activities to construct mines, power generators, water extractors, greenhouses, oxygen factories, and shelters. Your goal is to develop a self-sustaining colony independent of any terrestrial organization. This will require understanding the importance of water, air, power, and food — the necessities for survival.

Do you dare take part in humankind’s biggest challenge?

On Mars is played over several rounds, each consisting of two phases – the Colonization Phase ​and the Shuttle Phase​.

During the Colonization Phase, each player takes a turn during which they take actions. The available actions depend on the side of the board they are on. If you are in orbit, you can take blueprints, buy and develop technologies, and take supplies from the Warehouse. If you are on the surface of the planet, you can construct buildings with your bots, upgrade these buildings using blueprints, take scientists and new contracts, welcome new ships, and explore the planet’s surface with your rover. In the Shuttle Phase, players may travel between the colony and the Space Station in orbit.

All buildings on Mars have a dependency on each other and some are required for the colony to grow. Building shelters for Colonists to live in requires oxygen; generating oxygen requires plants; growing plants requires water; extracting water from ice requires power; generating power requires mining minerals; and mining minerals requires Colonists. Upgrading the colony’s ability to provide each of these resources is vital. As the colony grows, more shelters are needed so that the Colonists can survive the inhospitable conditions on Mars.

During the game, players are also trying to complete missions. Once a total of three missions have been completed, the game ends. To win the game, players must contribute to the development of the first colony on Mars. This is represented during the game by players gaining Opportunity Points (OP). The player with the most OP at the end of the game is declared the winner.

Game Mechanics:

  • Action Points
  • City Building
  • Closed Drafting
  • Economic
  • Hand Management
  • Set Collection
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 90 – 150 Minutes
  • Difficulty Weight 4.66

John Company

John Company

John Company

In John Company, players assume the roles of ambitious families attempting to use the British East India Company for personal gain. The game begins in the early eighteenth-century, when the Company has a weak foothold on the subcontinent. Over the course of the game, the Company might grow into the most powerful and insidious corporation in the world or collapse under the weight of its own ambition.

John Company is a game about state-sponsored trade monopoly. Unlike most economic games players often do not control their own firms. Instead, they will collectively guide the Company by securing positions of power, attempting to steer the Company’s fate in ways that benefit their own interests. However, the Company is an unwieldy thing. It is difficult to do anything alone, and players will often need to negotiate with one another. In John Company, most everything is up for negotiation.

Ultimately, this game isn’t about wealth; it’s about reputation. Each turn some of your family members may retire from their Company positions, giving them the opportunity to establish estates. Critically, players do not have full control over when these retirements happen. You will often need to borrow money from other players to make the best use for a chance of retirement. Players also gain victory points by competing in the London Season for prestige and securing fashionable properties.

John Company engages very seriously with its theme. It is meant as a frank portrait of an institution that was as dysfunctional as it was influential. Accordingly, the game wrestles many of the key themes of imperialism and globalization in the eighteenth and nineteenth centuries and how those developments were felt domestically. As such, this game might not be suitable for all players. Please make sure everyone in your group consents to this exploration before playing.

The second edition is extensively revised and is not a reprint.

Game Mechanics:

  • Bribery
  • Dice Rolling
  • Economic
  • Negotiation
  • Push Your Luck
  • Worker Placement

Game Specifications:

  • 1 – 6 Players
  • 90 – 240 Minutes
  • Difficulty Weight 4.41

Gaia Project

Gaia Project is a new game in the line of Terra Mystica. As in the original Terra Mystica, fourteen different factions live on seven different kinds of planets, and each faction is bound to their own home planets, so to develop and grow, they must terraform neighboring planets into their home environments in competition with the other groups. In addition, Gaia planets can be used by all factions for colonization, and Transdimensional planets can be changed into Gaia planets.

All factions can improve their skills in six different areas of development — Terraforming, Navigation, Artificial Intelligence, Gaiaforming, Economy, Research — leading to advanced technology and special bonuses. To do all of that, each group has special skills and abilities.

The playing area is made of ten sectors, allowing a variable set-up and thus an even bigger replay value than its predecessor Terra Mystica. A two-player game is hosted on seven sectors.

Game Specifications:

  • 1 – 4 Players
  • 60 – 150 Minutes
  • Difficulty Weight 4.40

Frostpunk: The Board Game

In Frostpunk: The Board Game, up to four players will take on the role of leaders of a small colony of survivors in a post-apocalyptic world that was hit by a severe ice age. Their duty is to effectively manage both its infrastructure and citizens. The core gameplay will be brutal, challenging, and complex, but easy to learn. The citizens won’t just be speechless pieces on the board. Society members will issue demands and react accordingly to the current mood, so every decision and action bears consequences.

The players will decide the fate of their people. Will you treat them like another resource? Are you going to be an inspiring builder, a fearless explorer, or a bright scientist? Is your rule going to be a sting of tyranny or an era of law and equality?

The game is based on a bestseller video game by 11bit studios, the creators of This War Of Mine. The original (digital) edition of Frostpunk is a highly successful strategy-survival-city-builder, a BAFTA-nominee that originally launched in 2018.

Game Specifications:

  • 1 – 4 Players
  • 120 – 150 Minutes
  • Difficulty Weight 4.39

Wendake

Wendake

Wendake

“Wendake” is the name that the Wyandot people use for their traditional territory. This population, also known as the Huron Nation, lived in the Great Lakes region, together with the tribes who formed the Iroquois Confederacy, and many others. In this game, you will explore the traditions and everyday life of these tribes during the 1756–1763 period, when the Seven Years’ War between the French and the English took place in these territories.

But this white man’s war is only a marginal aspect of the game; the focus is on life in the native villages, fields, and forests. In this game, you won’t find the traditional tipis, which were used by southwestern tribes who moved their camps to follow the bison herds. The natives of the Great Lakes were more sedentary, living in longhouses. The women farmed beans, corn, and pumpkins, while the men hunted beavers in the forests, mainly to sell their pelts as leather.

In Wendake, you step into the shoes of the chief of a Native American tribe. You will have to manage the most important aspects of your tribe’s daily existence, thereby earning points on the Economic, Military, Ritual, and Mask tracks. The core of the game is the action selection mechanism: you will have the opportunity to choose better and better actions over 7 years (i.e., rounds), and the winner will be the chief who finds the best combinations of actions and uses them to lead their tribe to prosperity!

Game Mechanics:

  • Area Control
  • Area Movement
  • Economic
  • Set Collection
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.61

Tzolk’in

Tzolk'in

Tzolk'in

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…

Game Mechanics:

  • Civilization
  • Economic
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.67