Tag: Economic

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

Merv

Merv

Merv

Merv: The Heart of the Silk Road is a tense economic game charting the rise and fall of the greatest city in the world.

In Merv, players are vying to amass power and wealth in the prosperous heart of the Silk Road. Through careful court intrigue, timely donations to the grand mosque, and favorable trade deals, players attempt to redirect as much of that prosperity as possible into their own pockets.

Meanwhile, beyond the city walls Mongol hordes approach. If you help construct the city walls, you give up on precious opportunities to build up your own stature, but leave it unprotected and you will burn with the city. Every decision is weighty and the consequences of each misstep are dire. Will you rise to prominence or fade into oblivion?

Game Mechanics:

  • City Building
  • Economic
  • Rondel
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.47

Maracaibo

Maracaibo

Maracaibo

Maracaibo, a strategy game for 1-4 players by Alexander Pfister, is set in the Caribbean during the 17th century. The players try to increase their influence in three nations in four rounds with a play time of 40 minutes per player.

The players sail on a round course through the Caribbean, e.g., you have city tiles where you are able to perform various actions or deliver goods to. One special feature is an implemented quest mode over more and various tiles, which tells the player, who chase after it, a little story.

As a player, you move with your ship around the course, managing it by using cards like in other games from Alexander Pfister.

Game Mechanics:

  • Action Points
  • Campaign
  • Economic
  • Hand Management
  • Narrative Choice
  • Set Collection
  • Stock Holding

Game Specifications:

  • 1 – 4 Players
  • 30 – 120 Minutes
  • Difficulty Weight 3.89

Living Planet

Living Planet

Living Planet

In Living Planet, each player represents one major Galactic Corporation exploiting the distant planet MYC.14.250. Each one of them is eager to industrialize the planet and generate as much profit as possible before the planet self-destructs.

To do so, you’ll have to explore the planet to grow the map. You’ll manage your team to extract resources with factory buildings you’ve built, and trade resources at the stock market to make money. And above anything else, you’ll have to handle cataclysms generated by the planet. But cataclysms don’t happen randomly, players trigger them through their actions, using their card set. Confrontation between players will take place through the planet.

Players will alternately take the leader role for each turn. Each turn follows a specific game turn sequence. Every player will have some actions to accomplish at a turn, in the order the Leader chooses, resolving the sequence : Resources production – Action (Explore, Move, Construct, Trade…) – Cataclysms.

At the end of the game each player will earn victory points based on how much money they have and how many buildings and vehicles they control.

Game Mechanics:

  • Area Control
  • Economic
  • Grid Movement
  • Hand Management
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 120 Minutes
  • Difficulty Weight 3.64

Le Havre: Complete Edition

Le Havre: Complete Edition

Le Havre: Complete Edition

In Le Havre, a player’s turn consists of two parts: First, distribute newly supplied goods onto the offer spaces; then take an action. As an action, players may choose either to take all goods of one type from an offer space or to use one of the available buildings. Building actions allow players to upgrade goods, sell them or use them to build their own buildings and ships. Buildings are both an investment opportunity and a revenue stream, as players must pay an entry fee to use buildings that they do not own. Ships, on the other hand, are primarily used to provide the food that is needed to feed the workers.

After every seven turns, the round ends: players’ cattle and grain may multiply through a Harvest, and players must feed their workers. After a fixed number of rounds, each player may carry out one final action, and then the game ends. Players add the value of their buildings and ships to their cash reserves. The player who has amassed the largest fortune is the winner.

Game Mechanics:

  • City Building
  • Economic
  • Worker Placement

Game Specifications:

  • 1 – 5 Players
  • 30 – 150 Minutes
  • Difficulty Weight 3.73

Imperial Steam

Imperial Steam

Imperial Steam

The Industrial Age is starting to boom. You are in need of more workers for your factories, and you also need more workers to build railroad tracks to expand your railway network. This, in turn, will enable you to deliver the goods from your factories to cities with high demand — but be sure to earmark goods for fulfilling profitable public contracts because when the connection to Trieste is made, your net worth is all that matters.

Imperial Steam is a highly strategic yet accessible economic and logistics game that sees you making difficult decisions as you manage your business’s operations while navigating fierce competition to ensure your victory!

Game Mechanics:

  • Economic
  • Network Building

Game Specifications:

  • 2 – 4 Players
  • ~120 Minutes
  • Difficulty Weight 4.10

Great Western Trail: Argentina

Great Western Trail: Argentina

Great Western Trail: Argentina

In Great Western Trail: Argentina, you own a vast estancia in Argentina at the end of the 19th century, and you will need to travel the plains of the Pampas with your cattle to deliver them to the main train station in Buenos Aires.

Great Western Trail: Argentina features gameplay elements similar to Great Western Trail such as deck management, the rondel mechanism, and the ability to upgrade your player board, along with twists on these elements and new features.

The player board features a new type of worker — farmers — and different paths await on the game board to confront you with more choices. Will you take the road with buildings or a path past farmers? Maybe you’ll have the chance to use your cows — well, the strength on your cow cards — to help farmers, getting them on your side and adding grain, a new type of resource, to your income, with grain being used for boat and city tiles.

Perhaps you can unlock shortcuts that allow you to deliver your herd to Buenos Aires more quickly. Sure, you’ll forfeit the use of action buildings, but maybe you can catch others unaware, with the ships leaving before they deliver. The timing of reaching the central train station to deliver your herd has never been so crucial, and valuable bonuses await on the city’s port tiles.

Money is easier to get in Great Western Trail: Argentina, but you have more to manage in terms of action options, shortcuts, and cards (including the new exhaustion cards), so the challenges won’t let up.

Great Western Trail: Argentina also includes a solitaire challenge in which Pedro is waiting for you to try to beat his score.

Game Mechanics:

  • Economic
  • Hand Management
  • Set Collection
  • Tableau Building

Game Specifications:

  • 1 – 4 Players
  • 75 – 120 Minutes
  • Difficulty Weight 3.83

Great Western Trail

Great Western Trail

Great Western Trail

America in the 19th century: You are a rancher and repeatedly herd your cattle from Texas to Kansas City, where you send them off by train. This earns you money and victory points. Needless to say, each time you arrive in Kansas City, you want to have your most valuable cattle in tow. However, the “Great Western Trail” not only requires that you keep your herd in good shape, but also that you wisely use the various buildings along the trail. Also, it might be a good idea to hire capable staff: cowboys to improve your herd, craftsmen to build your very own buildings, or engineers for the important railroad line.

If you cleverly manage your herd and navigate the opportunities and pitfalls of Great Western Trail, you surely will gain the most victory points and win the game.

Game Mechanics:

  • Deck Building
  • Economic
  • Hand Management
  • Set Collection
  • Tableau Building

Game Specifications:

  • 2 – 4 Players
  • 75 – 150 Minutes
  • Difficulty Weight 3.71

The Great Wall

The Great Wall

The Great Wall

The Great Wall is a new asymmetric worker/soldier placement game with engine building themes and a twist in form of a constantly attacking AI (Mongolian Horde) that requires players to sometimes cooperate in order to defeat it. This is a new major board game from Awaken Realms.

Players will control ancient clans in China trying to defend against invading Mongolian hordes and build a Great Wall. While every player will want to win (by earning VP = Honor) they also need to sometimes cooperate to defend against the hordes. Each clan will be asymmetric through its chosen Leader (resource production/starting resources/starting workers and units) and this asymmetry will increase as the game progresses (players will hire Advisors with unique skills, often creating unique engines).

In The Great Wall, the players take the role of Generals defending the Wall against the Mongol Horde. The game is played over a series of turns called Years, each divided into 4 parts called Seasons.

During Spring, new barbaric hordes invade the fields in front of the Great Wall and prepare to launch their assault. Summer is the time when generals prepare for the assault and mobilize their forces. During Fall, players take their turns, playing Command cards, resolving their effects and Activating Locations to gain various benefits. In Winter, the last layer of Defense is activated, then, the hordes try to assault the Walls.

During the course of the game, players will create their own unique engines based on their clan strength as well as interact with other players during all phases of the game, trying to get the most Honor points, which can be gained in a lot of different ways.

At the end of the game, the player with the most Honor wins.

Game Mechanics:

  • Area Control
  • Cooperative
  • Economic
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 120 – 180 Minutes
  • Difficulty Weight 3.85

Fief France

FIEF: France is a game of dynastic ambition in which players assume the roles of nobles in the 15th century kingdom of France. Each player strives to become the most powerful ruling force in the kingdom by gaining control of Fiefs and Bishoprics. In turn, they acquire Royal and Ecclesiastical (church) titles which give their families influence to elect the next Pope and King. Players strengthen their positions by negotiating marriage alliances between their families, setting the stage for love, treachery, and deception!

FIEF is a classic game and this edition includes a new board (FIEF France: Gameboard)!

The game board represents the Kingdom of France in the Middle Ages. Villages have square outlines that are connected by roads that allow Lord and Troop movement. The villages are grouped into eight colored background areas that represent individual Fiefs, which are domains given to Lords to preside over. Fiefs have different colored backgrounds. Each village also belongs to one of five church Bishoprics; each Bishopric is outlined with a heavy border line and is numbered between 1-5 along the edge of the board inside a Bishop’s Mitre. Bishoprics include several different Fiefs’ villages.

Each player controls up to four family members, comprised of male and female nobles. These family members will rise in power by gaining Royal and Ecclesiastic Titles.

In FIEF France edition, a player may attempt to gain control of all the villages in a Fief to gain the Royal Title of Baron, Earl, or Duke. For each Fief a player controls, they gain 1 VP. These Titled Lords may now take part in the election for the next King. They may even be a candidate to become King, thus bringing 1 VP and more power to the family! Other members of your family may follow the calling of the Church to gain the Ecclesiastical Titles of Bishop and then Cardinal. These titles allow you to Tithe Bishoprics, taking the Church’s (i.e. “your”) fair share of income from other Fief Lords! The highest goal your clerical family member can attain is to be elected Pope, bringing 1 VP and special privileges to your family!

You win the game as soon as you have 3 VPs. This is easier said than done and you may need to form alliances with other players through diplomacy and marriage to attain your goal. When one of your family members marries a noble of another family, the two of you become allied. You now win the game together with 4 VPs and cannot win alone, unless your marriage is annulled by the Pope or your spouse is “mysteriously” murdered or dies by some other foul means!

In addition to being wary of your fellow players, you draw event cards that can quickly change your destiny. Bounty Event cards are beneficial to the Player and include “Good Harvest”, “Good Weather”, and “Added Taxes” cards. But some cards are Disaster Cards that can randomly affect all players in specific Bishoprics. These include “The Plague”, “Heavy Rain”, “Famine”, and “Peasant Uprising”!

Income can be increased by players imposing church tithes on their opponent’s villages or taxing their own Fiefs. Players may purchase new Fief titles, improve their village incomes with mills, and fortify their cities.

Players will also need to protect their land and castles. Men-at-Arms and Knights can be purchased, as well as Archers and Bombards. If you feel that other players are not running their Fiefs as well as you can, you may try to invade their territories! But you must risk one of your family members to lead the troops into possible battle, where they might be killed or taken prisoner. If two opposing armies are in the same village square, a Battle may be initiated. The players assess the size and strength of their armies, which determine the number of Battle Dice each may roll. Each “f” rolled is a hit. Men-at-Arms are defeated with one hit, while Knights require three hits to be removed from the battle.

Game Specifications:

  • 3 – 6 Players
  • 60 – 180 Minutes
  • Difficulty Weight 3.92

Brass: Lancashire

Brass: Lancashire — first published as Brass — is an economic strategy game that tells the story of competing cotton entrepreneurs in Lancashire during the industrial revolution. You must develop, build, and establish your industries and network so that you can capitalize demand for iron, coal and cotton. The game is played over two halves: the canal phase and the rail phase. To win the game, score the most victory points (VPs), which are counted at the end of each half. VPs are gained from your canals, rails, and established (flipped) industry tiles. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following:

  1. Build an industry tile
  2. Build a rail or canal
  3. Develop an industry
  4. Sell cotton
  5. Take a loan

At the end of a player’s turn, they replace the two cards they played with two more from the deck. Turn order is determined by how much money a player spent on the previous turn, from lowest spent first to highest spent. This turn order mechanism opens some strategic options for players going later in the turn order, allowing for the possibility of back-to-back turns.

After all the cards have been played the first time (with the deck size being adjusted for the number of players), the canal phase ends and a scoring round commences. After scoring, all canals and all of the lowest level industries are removed for the game, after which new cards are dealt and the rail phase begins. During this phase, players may now occupy more than one location in a city and a double-connection build (though expensive) is possible. At the end of the rail phase, another scoring round takes place, then a winner is crowned.

The cards limit where you can build your industries, but any card can be used for the develop, sell cotton or build connections actions. This leads to a strategic timing/storing of cards. Resources are common so that if one player builds a rail line (which requires coal) they have to use the coal from the nearest source, which may be an opponent’s coal mine, which in turn gets that coal mine closer to scoring (i.e., being utilized).

Brass: Lancashire, the 2018 edition from Roxley Games, reboots the original Warfrog Games edition of Brass with new artwork and components, as well as a few rules changes:

  • The virtual link rules between Birkenhead have been made optional.
  • The three-player experience has been brought closer to the ideal experience of four players by shortening each half of the game by one round and tuning the deck and distant market tiles slightly to ensure a consistent experience.
  • Two-player rules have been created and are playable without the need for an alternate board.
  • The level 1 cotton mill is now worth 5 VP to make it slightly less terrible.

Game Mechanics:

  • Economic
  • Hand Management

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.85