Here's a shot of the new Settlers of America that I got to play on Tuesday night.
Sorry for the quality.
In a word, it's quite Teuberish and I mean that in a good way.
Note the little rondel-looking things on the corners. Those are where you place your settlement and goods markers to start -- they're your reserve that you need to deplete to win. The one in the upper-right has a settlement and two goods still in it (one good in the middle.) On each point of the clock there's a space for one settlement and one good. You need to place the settlement before you're allowed to ship the good. So you need to get settlements down (which gives places for other players to deliver to) and then the good is freed up for you to deliver. Delivering all your goods is how you win, so you need to be building settlements (gives other players opportunities mind you) and you need to get your goods down quickly before the good spots are taken. Others can use your track, so the more you build the more you enable your opponents. Both settlements and goods need to proceed simultaneously or you start blocking yourself.
If you look in Dallas you see a white settlement with a blue good delivered to it. Each settlement can only hold one good, so if you're not first, you're out of luck. And you can't deliver to your own settlement. This builds a catch-up mechanism into the game. I don't think that was the intention, though it's the result. If your opponents are dogging it you don't have places to deliver goods to and half of your game will suffer.
This is Teuber's kind of thing. He's big on time-binding. In Elasund it's get cards, then get a building permit with the cards, then build a building (permits don't free up until you build the building,) use building to get new cards. The player-to-player binding in his games almost seems an afterthought, but in spite of that it's always interesting. With each new game of his he earns more respect from me.
S.