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.
Every year the Emperor walks through the imperial gardens to greet the spring, every year he stops beneath the Sakura trees, and every year you try to paint his picture. This will be your year. Artists from near and far will step over their rivals to be closest to the Emperor as he reaches the cherry blossoms, hoping to paint a portrait that will please him. However, should one of them accidentally bump into the Emperor, they would be sure to earn his ire!
Sakura is a light tactical game of pushing your luck, and pushing your friends. Each player will simultaneously decide how far to move both their character and the Emperor. The player closest to the Emperor when the Cherry Blossoms are reached will gain a huge amount of prestige, but if you push too far you risk bumping into the Emperor and walking away in disgrace.
In Friday the 13th, also available over the years as Poison and Baker's Dozen, players try to avoid bad luck by not taking cards from the central playing area each round. The more you take, the worse your score — unless you manage to take the most of one suit, in which case you get to throw those cards away!
In a round, each player gets a hand of cards, with the cards coming in three suits that have values from 1 to 7 and a fourth "joker" suit in which all the cards have a value of 4. On a turn, a player discards a card from her hand onto a pile of the appropriate color (with jokers being playable on any pile) and gives the sum of all cards now in that pile. If the sum is higher than 13, then the player must first take all of the cards already in the pile, leaving only her card behind.
The round ends once all the cards have been played, then players compare how many cards they have in each of the three suits; whoever has the most cards throws them away, while everyone else scores 1 penalty point per card. Each joker is worth 2 penalty points. Whoever has the fewest penalty points after each player has started a round once wins!