Trading

Nippon

Japan during the Meiji period—a closed, isolated, and feudal country—decides to change into a modern westernized state. The Empire sends emissaries to foreign nations, brings technicians and scholars from the west, builds a network of railroads, and achieves an outstandingly fast industrial revolution.

The nation and Emperor count on the support of the Great Four, the big conglomerates that emerge with great power and massive control over the Japanese economy. They are called Zaibatsu, and their influence on the Meiji Emperor and importance on the fate of Japan is incredibly high.

Nippon is an Area Majority Game in which players control Zaibatsu and try to develop their web of power by investing in new industries, improving their technological knowledge, shipping goods to foreign countries or using them to satisfy local needs, and growing their influence and power as they oversee the era of rapid industrialization of Japan.

The foundations of the big Zaibatsu were the traditional silk workshops, but soon the conglomerates diversified their influence and power, building a complex structure of interconnected companies that made them giant players in the world’s new industrial era. Each player takes the reins of one of these big corporations and tries to develop it in order to grow and achieve power.

To win the game, players must carefully choose which types of industry to invest in to get the most influence over the Japanese islands. Every action that is taken helps to forge their own path to new opportunities.

Nippon is a fast-paced economic game with challenging decisions, set during an important time in Japanese history, and when a new great nation is born.

Monopoly Junior

Join Rich Uncle Pennybags and his nieces and nephews for a thrill-filled day at the Amusements along the Boardwalk - the Roller Coaster, the Magic Show, the Water Slide, the Video Arcade and more.

Of course the kids want to get into the act, so they set up Ticket Booths on the Amusements and collect fees from other players who land on them! Set up a Ticket Booth on two Amusements of the same color, and you can collect double the fee! Draw a Chance card and you may take a ride on a Miniature Railroad, win a free Ticket Booth...or pay $3 to visit the Rest Room!

With all this money changing hands, sooner or later one of the players runs out - and the player with the most cash on hand wins...

Above and Below

Your last village was ransacked by barbarians. You barely had time to pick up the baby and your favorite fishing pole before they started the burning and pillaging. You wandered over a cruel desert, braved frozen peaks, and even paddled a log across a rough sea, kicking at the sharks whenever they got too close, the baby strapped tightly to your back.

Then you found it! The perfect place to make your new home. But as soon as you had the first hut built, you discovered a vast network of caverns underground, brimming with shiny treasures, rare resources, and untold adventure. How could you limit your new village to the surface? You immediately start organizing expeditions and building houses underground as well as on the surface.

With any luck, you'll build a village even stronger than your last-- strong enough, even, to turn away the barbarians the next time they come knocking.

Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers?

A great cavern lies below the surface, ready for you to explore-- this is where the storytelling comes in. When you send a group of villagers to explore the depths, one of your friends reads what happens to you from a book of paragraphs. You'll be given a choice of how to react, and a lot will depend on which villagers you brought on the expedition, and who you're willing to sacrifice to succeed. The book of paragraphs is packed with encounters of amazing adventure, randomly chosen each time you visit the cavern.

At the end of the game, the player with the most well-developed village wins!

Pit

The original game was invented by Harry E. Gavitt and published in 1903 by Gavitt Publishing and Printing. In that game players deal and trade cards to corner the railway stock market. Be the first to get all the cards of one railway line, call out “Topeka” and you’ll win the hand!

But Pit, the more famous version, adapted by noted psychic Edgar Cayce, was first published by Parker Brothers in 1904 and in many editions since. In this loud, real-time trading game, players are given the task of cornering the market in one type of commodity. There are as many suits as there are players, and all the cards are dealt out at the start of each round. When the trading begins, players offer sets of cards to each other in the hopes of completing a set for themselves. If you're successful, you ring the (optional)bell and yell out, "Corner on wheat!" (or whatever your commodity is). You then score points depending on which it was - some are more valuable than others. Two cards labeled Bull and Bear may be used to add wild/penalty cards to the gameplay.

Most editions support up to 8 players, but at least one allows up to 10.

Printings:

Gavitt Publishing and Printing (1903) (As Gavitt's Stock Exchange)
Parker Brothers (1904-???)
Out of the Box Publishing (2004-Present)
Winning Moves

Microbadges

Grog Island

Even for the mightiest pirates there comes a time when they must retire from their lives of invading and plunder — but what's coming afterward? Well, on the five peninsulas of Grog Island, they can invest their loot in rock-solid businesses, such as peg-leg shops, carpentries for figureheads, workshops for voodoo dolls, or the infamous "Grog Hole" pub.

The core of Grog Island is its unique auction mechanism, which uses five colored dice. The players use these dice and the pips on them to create and raise bids. While the winner of an auction can claim buildings on certain peninsulas, the players who have passed are also rewarded: Not only do they receive goods like grog bottles or treasure maps but they also visit merchant ships where they can trade these goods for money, parrots or treasure chests. The auction mechanism of Grog Island makes for tactical and interesting gameplay as in certain moments, passing can be almost as rewarding as winning an auction. Finding the right balance between bidding and backing out is the key to winning.

The game ends as soon as one player has claimed a certain number of buildings, then all players score the secret goal cards they received both at the start of and during the game. These cards may give points for majorities on peninsulas as well as for claiming certain types of buildings or collecting certain goods. The player with the most points wins.