In Express 01, you can invest in the construction and upgrading of railway lines and build stations for different companies. When you upgrade such a station, you may reassign it to another company. Your main focus is the acquisition of shares, and as soon as shares are issued, trains can run on behalf of the companies. This way money will be distributed to the shareholders and you get new capital. So keep an eye on the other players to earn money or obstruct their opportunities.
The game ends after the round in which a certain number of Base Cards is upgraded or a certain number of decks are used up. The player who managed to gain the most capital wins.
• Olivier Warnier's Western Town, originally available in a print-and-play edition and then crowdfunded on Ulule ahead of a Spiel 2012 release, is now being run as a Kickstarter project by Eagle Games for distribution in the U.S. and Canada. (KS link) Here's a rundown of the gameplay:
The three principal criteria which allow you to win the game are population growth, charm/attractiveness, and wealth, as measured by gold. Turns are regulated by the visits of Lincoln, who determines, bit-by-bit, the value of the towns relative to those three criteria. These criteria can and do change every round, and you will need to adapt to these changing criteria to win this game!
Each player has his own board on which he will be building his town. Every building gives him different, and increasing, rights and abilities, and therefore power. The bigger your town gets, the better – but managing too much growth is challenging, so you'll need to make difficult choices at the beginning of each round as to which buildings you'll bring into play.
This "building-adding" mechanism helps players stay in the game and not get lost in the overwhelming number of choices available. Of 22 different buildings, six of them are identified every round as "bonus" buildings and players are forced to adapt varying strategies and test new combinations of these buildings for their town as the game progresses.
In addition to logic and strategy, Marshals will need to bluff and occasionally resort to questionably bending the law a bit, to succeed in building their Western Town. And as if that weren't enough, there are even occasional Indian attacks to deal with as well!
And now they are waiting for you to release them.
In the deck-building game Kanzume Goddess, you will be one of the Gods of mythology. Each God in the game has its own special powers which players can use to their benefit. Players will purchase cards from the center of the table to add to their decks. They will use these cards to purchase more cards and to do battle with the other players. These cards can be used to damage other players, to gain more cards, to draw more cards from your deck, and to protect yourself from damage. The last player with energy left is the last God standing and the winner of the game.
• Serpent Stones, the debut title from designer Robert Harrington and his Dangermoose Entertainment, is Harrington's interpretation of an ancient game believed to have been played by the Aztecs over six hundred years ago, when Kickstarter was but a gleam in the pregnant Coatlicue's eye. (KS link)
Players of Serpent Stones sit on opposite sides of a game board featuring seven staggered rows of Serpent Stones and take turns drawing a card and playing/discarding a card from an initial hand of five cards. Serpent Stones features three types of cards:
-----• Warrior cards, which are played on the Serpent Stones to build your Aztec warrior team
-----• Nahualli cards, which strike or capture opposing warrior cards
-----• Teotl cards, which are "god" cards that can give a player some tactical advantage during gameplay
A player wins when either he captures his opponent's temple stone by placing a warrior card on it or he forces his opponent to suffer the "Wrath of Tezcatlipoca", a fancy Aztecian way of saying the opponent ran out of cards.