Country: Germany

Coal Baron

Coal Baron – or Glück Auf in German, after a greeting German miners use when wishing one another luck – has players sending meeple miners underground to dig tunnels and acquire coal, which comes in four levels of quality and which is used to fulfill contracts.

The game lasts three rounds, and in each round players take turns placing their workers on action spaces; you can go on a space occupied by another player, but you need to place additional workers in order to do so. Each player has an individual elevator shaft, and he'll need to use workers to extract coal and bring it to the surface, while also competing for contracts and scrounging for cash in order to do everything else that needs to be done!

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.

Thurn and Taxis

In Thurn & Taxis, players build post office routes across Bavaria and the regions around, collecting bonus points in various ways. The board shows a map of all the cities, with roads leading from each one to some of its neighbors. There are various colored regions around the board, most with two or three cities, and a large region with all the Bavarian cities in the center.

Players build postal routes from city to city to city so that each city is adjacent to the next city on the route and there is a road connecting these two cities. Each route must consist of at least three cities. Players may only build one route at a time. Routes are represented by melded city cards arranged in the order of the route.

Players start with a supply of 20 post offices in their color, a carriage house card and a player aid card. The board is populated with bonus tiles, carriage cards and city cards. On a turn a player will draw a card from a display of six, face up, city cards (or the top of the face down deck) and meld one card, either starting a new route or adding to the current one. If after adding to the route, the length of the route is at least three cities, the player may declare it finished and score it. The player may, depending on the length of the route and which cities are in the route, place post offices in the cities, collect bonus tiles, and acquire a higher value carriage. Optionally, the player may receive support from one postal official in the form of: drawing a second card, melding a second card, refreshing the six city card display, or acquiring a higher value carriage than the route length when finishing a route. Once a route is scored the city cards of that route are discarded, and the player begins a new route on his next turn.

When a player exhausts his supply of post offices or acquires a value 7 carriage the end of the game is triggered. Play continues until the player who is last in turn order finishes his turn, and the game ends. Players score points for their highest valued carriage and bonus tiles, and lose points for unplaced post offices. The player with the most points wins.

The fact that you *must* add at least one city to your route each turn or lose the whole route gives the game an enjoyable planning element.

Power Grid

Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence.

The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.

Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.

Power Grid FAQ:

Power Grid FAQ - Please read this before posting a rules question! Many questions are asked over and over in the forums... If you have a question about a specific expansion, please check the rules forum or FAQ for that particular expansion.

First Train to Nuremberg

During the second third of the 19th century, a rapid development of railway transport got under way. All over the world, the railway networks were growing and steam engines accelerated the progress. 175 years ago, on December 7 1835 to be precise, the first German train powered by a steam engine started operating between Nuremberg and Fürth, transporting passengers and goods. In England’s region of Wensleydale transport of goods via railway tracks was started 13 years later.
First Train to Nuremberg is a revised edition of Last Train to Wensleydale. You take the role of a railway promoter, backed by the investments of hundreds of local landowners. Your aim is to build lines that can make a profit from the transport of passengers and goods. However, money is not the only resource you require. Many locals will oppose your schemes and only with influence in the government will you be able to build over their land. Your company is far too small to be able to have its own engine works, so contacts with the major operators will help you acquire second-hand trains and rolling stock. You will also need to be on good terms with the two local railway companies. Without their support you will not be able to link to their networks, nor will you be able to negotiate the sale of your lines when they become unprofitable (as they surely will).

With First Train to Nuremberg now two players can fully enjoy this extraordinary train game as well. Instead of cheese and stone, now beer and mail will be transported, besides passengers of course. There is a new challenge when transporting passengers: They can travel first class now and thus you will gain more victory points but on the other hand, you have to buy trains that are more expensive. Additionally, you may benefit from the first connection between Nuremberg and Fürth and receive extra victory points, which may be crucial for winning the game. What’s more, you may play the original game of Last Train to Wensleydale on the flip side of the game board, or almost so. Some slight changes of the original rules work with that map as well as the rules of the first edition.