Economic

Cuba: El Presidente

The expansion to be used by 'Cuba'. An additional game board, more and different ship cards, laws, buildings, new character cards to be used with the other characters, and a whole new phenomenon: Cuba - the Arrival of the President!
In their turn, players may take and play a character from the 'El Presidente' board: the worker, dancer, attorney, warden, revolutionary or musician. They all have different effects.
The worker puts your goods into the warehouse; all your goods are safe this turn. The revolutionary gives you one victory point, the musician two money. The player with the dancer card becomes immediately the new start player; the old rule for determining the new start player is no longer in effect.

With the attorney a player may use a building even when his supervisor is not on the row or column of this building, paying one money. The warden may change two adjacent ships in position. There are two mule cards being used when playing with less than five players; these cards cannot be chosen. When all players have chosen a card, the car of the president moves to the position of the remaining card; remember, there are six cards that each turn are shuffled and randomly placed.

Under each card on the board are symbols that come into effect when the car of the president stops there. The first makes all law proposals go into effect; the second makes it possible to move the supervisor anywhere on a player board in the next round. The next symbol also is in effect for the next round: it allows you to pay one money and overbuild a building with another; the difference in resources must be paid as well. One symbol makes the leading player to go back two points on the score track; another allows players to purchase market wares at discount prices. Players must now not only consider which role they would like to take, but also which position they likely want to be visited by the president.

There are 2 additional laws in each of the four categories, so that the game can now last up to 8 rounds instead of just 6.

Cuba

Game description from the publisher:

Cuba prior to the revolution: Under turbulent circumstances, the villages of the island strive for independent wealth and influence. Who can buy and sell his products and goods on the domestic market profitably or take in the most on the trading ships? Who can send the right delegate to parliament in order to influence the government legislative process, or erect distilleries, hotels and banks at the right moment to the benefit of his village?

Whoever has accumulated the most victory points in Cuba by the end of the game wins. Players earn victory points by shipping merchandise from the harbor, but also by erecting and using buildings, and by abiding by the law.

Cargo Noir

In Serge Laget's Cargo Noir – his fourth standalone box game from Days of Wonder – players represent "families" that traffic in smuggled goods in a 1950s noir setting. Each turn, you'll set sail to various ports where cargo is known to get "lost" for the right price – Hong Kong, Bombay, Rotterdam, New York and more – and you'll make an offer for the goods on display. If another family then offers more in that port, you'll need to up your bid or take your money and slink away to look for goods elsewhere. Stand alone in a port, though, and you'll be able to discretely move the goods from the dock to your personal warehouse. Says Laget in a press release accompanying the game announcement, "Everything in Cargo Noir grew from a core auction mechanism that is simple and trivial to explain – you can only bid up, and the last bidder standing gets the goods."

Once you collect goods, you can trade them in to add more ships to your fleet – allowing you to scout for wares in more locations – purchase Victory Spoils, or take other actions. The more goods you collect, the more valuable they can be. The player with the most Spoils at game end wins.

Freedom: The Underground Railroad

Early in the history of the United States, slavery was an institution that seemed unmovable but with efforts of men and women across the country, it was toppled. In Freedom: The Underground Railroad, players are working to build up the strength of the Abolitionist movement through the use of notable figures and pivotal events. By raising support for the cause and moving slaves to freedom in Canada, the minds of Americans can be changed and the institution of slavery can be brought down.

Freedom is a card-driven, cooperative game for one to four players in which the group is working for the abolitionist movement to help bring an end to slavery in the United States. The players use a combination of cards, which feature figures and events spanning from Early Independence until the Civil War, along with action tokens and the benefits of their role to impact the game.

Players need to strike the right balance between freeing slaves from plantations in the south and raising funds which are desperately needed to allow the group to continue their abolitionist activities as well as strengthen the cause.

The goal is not easy and in addition to people and events that can have a negative impact on the group's progress, there are also slave catchers roaming the board, reacting to the movements of the slaves on the board and hoping to catch the runaway slaves and send them back to the plantations.

Through careful planning and working together, the group might see an end to slavery in their time.

Glass Road

Glass Road is a game that commemorates the 700-year-old tradition of glass-making in the Bavarian Forest. (Today the Glass Road is a route through the Bavarian Forest that takes visitors to many of the old glass houses and museums of that region.) You must skillfully manage your glass and brick production in order to build the right structures that help you to keep your business flowing. Cut the forest to keep the fires burning in the ovens, and spread and remove ponds, pits and groves to supply yourself with the items you need. Fifteen specialists are there at your side to carry out your orders...

The game consists of four building periods. Each player has an identical set of fifteen specialist cards, and each specialist comes with two abilities. At the beginning of each building period, each player needs to choose a hand of five specialists. If he then plays a specialist that no other player has remaining in his hand, he may use both abilities of that card; if two or more players play the same specialist, each of them may use only one of the two abilities. Exploiting the abilities of the specialists lets you collect resources, lay out new landscape tiles (e.g., ponds and pits), and build a variety of buildings. There are three types of buildings:

Processing buildings
Immediate buildings with a one-time effect
Buildings that provide bonus points at the end of the game for various accomplishments

Mastering the balance of knowing the best specialist card to play and being flexible about when you play it – together with assembling a clever combination of buildings – is the key to this game.