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Games
played |
La
Città
 | author
Gerd Fenchel |
 | sponsor
Kosmos |
Die
Fürsten von FLorenz
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author
Richard Ulrich/Wolfgang Kramer |
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sponsor
Ravensburger/ALEA |
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Carolus
Magnus
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author
Leo Colovini |
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sponsor
Winning Moves |
Merchants
of Amsterdam
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author
Reiner Knizia |
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sponsor
Jumbo |
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Summary La
Città
Each player is given
two cities to start with, a small population and some money. The goal is
simple: expansion. Players build farms
to feed their people, quarries to finance their expansions, marketplaces
to allow growth in their cities, and bath houses to keep their people
clean and healthy. Additionally, structures can be built which give the
city influence in one of three aspects (religion, health and science). Superiority in one these
aspects can cause population to shift from other nearby cities when
the Voice of the People (which aspect is requested by the whole population)
is decided at the end of each turn. |

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| At the end of
six turns, the player with the most victory points, which are determined
from well-rounded cities, well-fed populations and overall size of
population, will be the winner. |
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Summary
Carolus Magnus
The games starts with the land tiles arranged in
a circle (like small islands). Mercenaries, in the form of small wooden
blocks in different colors, can either be placed onto the land tiles or be
brought over in the court where the player an try to get or maintain a
majority in one or more colors. Once a player has majority of control markers on a
piece of land, he can build a tower there. The tower serves as a
semi-permanent control marker, as well as a way to win. If two land pieces
are controlled by the same player, the land pieces are combined into one,
which makes the position harder to take by the other players. |

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| The first
player to place a set number of towers wins the game, but the game can
also end when the land masses are reduced to three or fewer, in which case
the player with the most towers placed wins. In case Carolus Magnus is
played with 4 players it becomes a teamplay, where 2 players become
partners. At the tournament Caralous Magnus is played 2 times per table
with a different team setup each game.
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Summary
Merchants of Amsterdam
Players have to
divide their attention on different categories throughout the game to be
able to be victorious in the end. The categories are commodity markets, trading
colonies, and warehouses in Amsterdam.
On a player's turn three cards are drawn and the player decides how they will be
resolved for the turn. The player can either remove the card from the game,
keep it for himself, or put it up for auction. The cards allow players
to advance or place one of their markers in the various categories.
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There are also time marker cards which when drawn move the game through
various "historical" phases until the last which ends the
game. The historical phases follow a period of time in the history of
Amsterdam which can range from no effect, scoring rounds for particular
categories, bonuses, and towards the end some penalties as wars begin to
disrupt business markets.
The unique twist in the game is that the game comes with a spring driven
auction clock to perform the dutch auctions throughout the game. When
the clock is started it ticks down, so the price of the auction goes
down.
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| The idea is that as time passes the cost of the card
lowers and it is simply an issue of who will pay for it first by
slapping down on the clock and thus stopping it at a certain price.
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Summary
Die Fürsten von Florenz
This game involves
developing renaissance cities to attract various professions,
which enriches the cities culturally. Each player is given a city grid and
reference chart and attempts to gain the most victory points after seven
rounds. Scoring victory points can be done in a variety of ways although
the real chunck of it involves generating enough "work" points
in a round to play a personality card. There are a variety of personalites
ranging from astronomers, artists, architects, etc. Each personality is
attracted to a particular combination of building, lanscape feature, and
social freedom.
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| The more the player can match these personality
preferences, the more work points are being generated. If a player satisfies
the minimum requirement of work points for the round then the personality
can be played and the player can then cash out these points for cash and/or
victory points.
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