Economic

Transatlantic

From the opening of the Suez Canal in 1869 to the beginning of WWI in 1914, there was an amazing development of bigger, faster, and more modern steamships. Whereas in 1870 there are still many clippers around and the good old paddle steamer "Scotia" sails the North Atlantic, sea trade is dominated by the end of this era by huge vessels like "Mauretania"(Cunard), "Olympic"(White Star), or "Imperator"(Hapag).

In Transatlantic, 2 to 4 players lead their own shipping companies, which transport freight, mail, and passengers around the globe. They purchase new steamships from the market, each of them historical with their individual technical data (tons, knots etc.). Competition is tough, especially in the North Atlantic where winning the "Blue Riband" is not only a matter of prestige, but may also be a profitable investment. In order to let a shipping company flourish, purchasing the best steamships is not enough, if one fails to acquire enough coal bunkers and trade posts as well.

The game is driven by cards; on each turn, play one card and execute the related action. As new cards enter the game, build your individual deck of cards with new or improved possibilities. The task is to manage your merchant fleet most efficiently. It's a maritime strategy game with low luck, lots of interactive choices, and tough decisions.

Patchistory

Patchistory is a strategy board game with cards that symbolize historical heroes and wonders, with the whole game being divided into three eras. During the game, you acquire these cards through auctions and expand your territory by placing cards so that they overlap one another in a 5×5 space in the first era, a 6×6 space in the second era, and a 7×7 space in the third era. When your land—that is, the layout of your cards—is well built, the card functions are activated. You can earn victory points with diplomatic actions, domestic politics, war movement, the actions of production, etc., and at the end of the game, the person with the highest score after the third era wins.

Because you can make combos with lots of features on historical cards and you can score in various ways, Patchistory will give you another new exciting play every time it hits the table.

Caverna: Cave vs Cave

In the two-player game Caverna: Cave vs. Cave, each player starts the game with only two dwarves and a small excavation in the side of a mountain. Over the course of eight rounds, they'll double their workforce, open up new living space in the mountain, construct new buildings and rooms in which to live, and dig for precious metals.

In more detail, each player starts the game with an individual player board that's covered with a random assortment of face-down building/room tiles and only one space. Some tiles are face up and available for purchase at the start of play. Four action tiles lie face up as well. At the start of each of the eight rounds, one new action tile is revealed, then players alternate taking actions, with the number of actions increasing from two up to four over the course of the game. As players excavate their mountainous player board, new building and room tiles are added to the pool; some rooms can be used immediately when acquired, whereas others require the use of an action tile.

After eight rounds, players tally their points for buildings constructed and gold collected to see who wins.

Klondike Rush

Klondike Rush is a bidding/stock game in a gold rush setting in which players build mines along different routes. Players also get a chance to score a big reward if they hunt down a wild monster that's been scaring the miners...

Century: Spice Road

Century: Spice Road is the first in a series of games that explores the history of each century with spice-trading as the theme for the first installment. In Century: Spice Road, players are caravan leaders who travel the famed silk road to deliver spices to the far reaches of the continent for fame and glory. Each turn, players perform one of four actions:

Establish a trade route (by taking a market card)
Make a trade or harvest spices (by playing a card from hand)
Fulfill a demand (by meeting a victory point card's requirements and claiming it)
Rest (by taking back into your hand all of the cards you've played)

The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins.