Neuland is about building chains of resource engines, feeding them with basic resources (food and wool) to generate the resources needed to claim special VP buildings. The first player to claim 9 VPs wins the game instantly.
The problem is, resources are not physical and cannot be collected, but only exist while you have a meeple on the building that generates it. Your dudes can stay on a building for one round, but must be used on your next turn, so timing is everything. Also, if you don't have a dude on one of the basic resource buildings (e.g. food) then the chances are, there won't be one free on your next turn, so your engine can't start.
It's a great game, and a real brain-burner. At the start of the game, turns are quick because there are only a few buildings on the board. However, by the end, the board is full, most buildings have been claimed, and you are trying to chain together a complex sequence of moves to get the resources you need.
It was a close game too. We were all within one move of claiming the 9 VPs we needed, but Andy (Baddice) nailed the timing and efficiency brilliantly for the win.
This is an area majority game. You move druid meeples around the board, marking points with stones. If you have the majority (or you equalise majority) in a stone circle, then you can place a numbered dolmen (a block) in that circle. Once a circle is complete, you score the dolmens. The game ends when one player has used all their dolmens or stones, and the most VPs wins.
I won't go into detail about the herbs, or the flying, or the mad wrap-around board. All you really need to know is, it's a good thinky game, it plays well with two, but I would imagine it's even harder with three or four players.
You are a group of explorer dudes, looking for treasure at the bottom of the sea. However, you are also a bunch of cheapskates, so the second-hand submarine you've bought for the expedition has a single air tank, and you're all connected via lines to the tank. This means, the more adventurous each of you are, the more air is taken from tank which everyone needs to survive.
On your turn, you first reduce the air by the number of treasure chits you are personally carrying. Then you decide if you are going to keep swimming down, or turn around and head for the submarine. Then you roll two dice and subtract the number of treasure chits you're carrying - so the more treasures you collect, the slower you move, and the more air you need.
And that's the fundamental challenge - how far can you swim, and how much treasure can you collect, while having enough air to get back to the sub?
It's a quick, fun push your luck game, with gorgeous components all packed into a tiny pocket-sized box.