Tinners’ Trail (Deluxe Edition) (Saturday Review)

Cornwall, the early 19th century. Tin and copper mines are popping up everywhere. These metals are so important for the Empire. Tin is used in many alloys and copper to clad the ships of the Royal Navy. Both industries attract more and more people and lead to new developments and inventions. The growing demand for efficient water pumps leads to the development of the steam engine, which in turn allows the building of the first steam trains. However, it is the people who are at the heart of all of this activity and their daily walk from their homes to the mines becomes known as the Tinners' Trail by Martin Wallace from Alley Cat Games.

Karuba (Saturday Review)

Each of us was part of a team of four brave explorers who had spent months on the high seas to reach an island of myths and legends. All of us were on an expedition to navigate through dense jungle, trying to uncover paths that had been long lost and many of which were dead ends. If we were lucky we might find treasures along the way: gold nuggets or precious jewels. However, the riches along the way were mere trifles compared to our ultimate goal. Each of us wanted to be the first to reach one of the four temples whose tips we could see sticking out above the giant trees. These temples would reward us with unimaginable treasure and glory. We were determined to make history on the island of Karuba by Rüdiger Dorn from HABA.

Brass: Birmingham (Deluxe) (Saturday Review)

The canal era was over. It was the time of the steam railways. The industrial revolution was in full swing and coal was at the heart of new, booming industries. A lot of steel was needed to build the infrastructure that would allow resources and goods to be shipped around the country. The workforce needed to be kept happy and beer was the perfect lubricant for this task. The rise of cotton mills, potteries and manufacturing gave us the opportunities to earn our Brass: Birmingham by Gavan Brown, Matt Tolman and Martin Wallace from Roxley Games.

A Fake Artist Goes to New York (Saturday Review)

The gallery was packed. People were chatting, holding glasses of champagne or plates with little aperitifs. Some of the attendees agitatedly pointed at artworks, clearly moved by what they were seeing. The gallerist had picked the artists and their artwork according to a common theme. Everything worked harmoniously together, except maybe one or two pieces, which were slightly at odds with everything else on display. They seemed a bit vague. It was as if, among the list of creators in the exhibition, there was A Fake Artist Goes to New York by Jun Sasaki from Oink Games.

Ahoy (Saturday Review)

"Captain!" came the shout from the deck. I turned around to see who from my Bluefin Squadron had called over to me. "What is it?" I shouted back in the general direction of my crew. "The crow's nest has spotted something. It looks like a smuggler ship." Ah, yes, the Smugglers. We were neither allies nor enemies. They would help us up to a point, while also always looking out for themselves. I only trusted them as far as my cannons could fire at them. "Fine, fine. Come about and let's see what they're up to." Minutes later the smuggler ship was upon us and I shouted "Ahoy!" by Greg Loring-Albright from Leder Games.

Village Rails (Saturday Review)

Nestled between hills and blanketed with beautiful fields of grass, where cows grazed happily, our village was in the perfect place. Country life was slow and relaxed, because nobody had anywhere urgent to get to. However, that was all going to change soon. Metal tracks were soon going to crisscross between hills and along rivers. They would connect our sleepy corner of the world. They were the Village Rails by Matthew Dunstan and Brett J. Gilbert from Osprey Games.

The Spill (Saturday Review)

We had been called out in the middle of the night. A major disaster had been declared. It was all hands on deck. After a swift site rep, we were dispatched to various locations around the oil platform. As we approached by helicopter, which was going to lower us onto the deck of our assigned rescue boats, we could see the extent of The Spill by Andy Kim from Smirk & Dagger Games.

Cake of Doom (Saturday Review)

It was time to take over Earth. We had cunning plans, but then, we were also all trying to sabotage each other at the same time. We knew we had to convince a couple of different regions to be loyal to us and the rest would happen automatically. We also had a super secret weapon. We were going to bribe the Earthlings with Cake of Doom by Amar Chandarana and Pearl Ho from Rainy Day Games.

Vast: The Mysterious Manor (Saturday Review)

It was time to prove myself as a favoured crusader once again. My goal was to kill the devious Spider, while being very careful to avoid the Skeletons. Both of these enemies were out to kill me. I had my Fury and my Light, representing my devotion to my divine goals and I knew I could use these to powerful effect. Ultimately though, it was Grit that would increase my capabilities as a hero. I took a deep breath and then entered Vast: The Mysterious Manor by Patrick Leder from Leder Games.

Powerline (Saturday Review)

You have been tasked with building the sustainable energy network of the future. Your goal is to connect wind farms, hydro-energy plants and other green power sources to each other, as well as different cities. You have to decide which part of the network needs attention first and what can wait until later. Take care though and make sure you don't spread your workforce too thinly, but also avoid putting all of your light bulbs into one circuit. You want to end up making the best use of each and every Powerline by Dirk Henn from Queen Games.