Tile Placement

Qwirkle Berkshire Hathaway

The abstract game of Qwirkle consists of 108 wooden blocks with six different shapes in six different colors. There is no board, players simply use an available flat surface.

Players begin the game with six blocks. The start player places blocks of a single matching attribute (color or shape but not both) on the table. Thereafter, a player adds blocks adjacent to at least one previously played block. The blocks must all be played in a line and match, without duplicates, either the color or shape of the previous block.

Players score one point for each block played plus all blocks adjacent. It is possible for a block to score in more than one direction. If a player completes a line containing all six shapes or colors, an additional six points are scored. The player then refills his hand to six blocks.

The game ends when the draw bag is depleted and one player plays all of his remaining blocks, earning a six point bonus. The player with the high score wins.

City Hall

City Hall sees players competing to become Mayor of New York City. They do this by attempting to be the most successful at both bringing people into the city as well as campaigning for the citizens' approval. Whoever best balances these two goals will win the election.

There are seven offices within City Hall. These offices deal with a different aspect of building the city or campaigning, such as the Tax Assessor, Surveyor, or Zoning Board. In a round, each player will get to activate one of these offices. However, just because you activate an office doesn't mean you will get to use it. The other players will have an opportunity to use their influence to steal control of the office away from you. Keeping it will require countering with your own influence. However, you can instead let another player control that office this round and add their influence to your own, giving you a leg up on controlling things later on.

In using these offices, players will buy land and build properties to create attractive neighborhoods that will bring the most people into the city – or they might place a factory next to an opponent's housing complex to drive people out. They will also tax their constituents to raise funds (with the option of sacrificing popularity to tax at higher rates), buy and sell influence to the Lobbyist, and campaign to increase their approval level.

At the end of the game, the citizens of the city will vote based on which player brought them in and that player's approval level. Special interest groups will also collect votes for players based on certain goals, such as Wall Street backing the player with the most money. Whichever player has the most votes on election day will become Mayor of New York and appoint his or her opponents to the Sanitation Department.

New York 1901

Relive the dawn of modern New York City, the historic years that made it what it is today. Build bigger and higher skyscrapers on some of Lower Manhattan's most iconic streets. Raise one of four legendary skyscrapers — the Park Row, the Singer, the Metropolitan Life, or the majestic Woolworth — and make one of them the crown jewel of your real estate empire!

In New York 1901, the players are building skyscrapers on a map of New York's Financial District. Players take location cards from a cards' display and then use 2-3 of those location cards to place tetris-shaped building tiles on the board. They first build bronze level buildings. Later in the game those buildings can be replaced by silver level and then gold level buildings.

Mermaid Rain

Mermaid Rain is a Japanese game from the makers of Train Raider.

Over five rounds, players try to collect five different types of goods by moving around the sea. The game uses two phases: first is the "surf predicting" phase where players play melds of cards in a Taj Mahal-type mechanic. The melds determine player order, selection of "wave tile", and give other benefits. In the second phase, "surf riding", players place their wave tiles on the board and then use cards to move through the sea on the waves to collect goods.

The game is playable with English rules as the components are either language-independent or easily decipherable.

Game Summary
Setup: specific locations for subset of tiles, some face down; rest are to side, also face down. Deal out 7 cards (3 suits).

Each round, players simultaneously select a card to play (max 5 cards total) -- choose the pass card to pass for rest of round. The resulting poker-style combinations give bonuses (VP, or special powers); the ranking gives you player order for the round.

In order, select a face up sea tile (4 shapes, 2-3 hexes each, with one of 3 suits or wild). Then, in order, place the tile on the board and use some/all cards left in hand to move your mermaid around the board (playing card allows you to move mermaid to matching tile/space). Whenever on an island with token(s), look at face down tokens then add one of the tokens to your collection.

At end of round, sea tiles with the darker color are removed from the board. Any mermaids on them are displaced to one of the unoccupied starting locations (player's choice). Then, deal 7 cards per player (max hand size 9) and repeat.

Game ends after 5 rounds. Each player must discard 5 tokens (1 per symbol), or lose 5 VP per missing symbol. Then rank players' collections of sets of each type, awarding VP accordingly (rarer tiles, larger sets earn more VP). Most VP wins.

Carcassonne: The Castle

Carcassonne: the Castle takes place in the city of Carcassone itself. The theme is development of the city within the "castle walls", which might be more appropriately called the city walls, but Carcassonne: The City was apparently already in development.

It is not an expansion, but a stand-alone tile-placement game with the Carcassonne mechanics adapted specially for two players. The goal is to lead the race around the castle wall, which is also the scoring track for the game. There are bonus items on the wall for the first player to reach that point.

Play is very similar to Carcassonne but all the tiles must be played within the walls, which often constrains the choices. The followers used for scoring are heralds (on paths), knights (on towers), squires (on houses) and merchants (on courtyards which are more valuable if they have a market). And, the player with the largest "keep" (largest house completed during the game) scores points for the largest contiguous undeveloped area (unplayed tile spaces) at the end of the game. The bonus tiles collected from the walls add twists to the scoring, such as doubling one of a particular scoring structure or scoring one uncompleted structure.